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d20/

d100 1-3/Extreme 4-9/Moderate 10-20/Nuisance

1 A fireball explodes with you For the next day, your skin A puddle of grease
at the center. You and each tone changes color every 30 appears where you are
creature within 20 feet of you minutes, cycling through the standing, with a 10-foot
who must make colors of the rainbow. radius. You and anyone
a Dexterity saving throw within 10 feet of you must
using your spell save DC, make a Dexterity check at
taking 5d6 fire damage on a your spell save DC or
failed save, or half as much fall prone.
damage on a successful
one.

2 You recover all your You are confused for 1 You levitate 6 inches off
expended spell slots. minute, as though you were the ground for 1 minute.
affected by
the confusionspell.

3 You lose the ability to hear Your Strength is increased You


for 1 day. by 2 for 1 day. gain tremorsense with a
range of 30 feet for 1
minute.

4 Each creature within 30 feet A third eye appears in your You make no sounds for 1
of you takes 1d10 necrotic forehead, giving minute and you
damage. You regain hit you advantage on sight- gain advantage on
points equal to the sum of based Wisdom (Perception) any Dexterity (Stealth)
damage dealt. checks for 1 minute. checks.

5 You teleport to an alternate The next spell you cast You grow a beard made
plane, then return to the within the next minute that of feathers, which remains
location where you started does damage, the damage until you sneeze.
after 1 minute. is maximized.

6 You transform into a large For the next minute, you can You can't speak for 1
empty barrel for 1 minute, teleport up to 20 feet as part minute. When you try,
during which time you of your movement on each pink bubbles float out of
considered petrified. of your turns. your mouth.

7 You are at the center of You become intoxicated for You are immune to
a darkness spell for 1 2d6 hours. intoxication for the next
minute. 5d6 days.

8 You are frightened by the Your Intelligence is You recover your lowest-
nearest creature until the decreased by 2 for 1 day. level expended spell slot.
end of your next turn.

9 You are resistant to all Your Wisdom is increased For the next minute, you
damage types for 1 minute. by 2 for 1 day. must shout when you
speak.

10 A random creature within 60 For 1 minute, any flammable Illusory butterflies and
feet of you is poisoned for item you touch, that you flower petals flutter in the
1d4 hours. aren't already wearing or air around you in a 10-foot
carrying, bursts into flame. radius for 1 minute.

11 Make a Wisdom saving Plants grow around you and You cast mirror image on
throw against your own spell you are restrained for 1 yourself, which lasts for 1
save DC. If you fail, you are minute. minute and does not
polymorphed into giant require concentration.
dragonfly for 1 minute.

12 Up to three creatures you A random creature within 30 You are surrounded by


choose within 30 feet of you feet of you gains a flying faint, ethereal music for 1
take 4d10 lightning damage. speed equal to its walking minute.
speed for 1 minute.

13 You immediately gain You may immediately take 1 You regain all expended
20 temporary hit points. additional action. sorcery points.

14 You teleport up to 60 feet to If you fall within the next Your hair grows to double
an unoccupied space that day, you automatically have its current length over the
you can see. the benefit of the feather next minute.
fallspell.

15 You are the center of You recover 1 expended Your hair falls out but
a silence spell for 1 minute. spell slot of your choice. grows back within 1 day.

16 You are vulnerable to fiends For the next spell you cast You gain the ability to
for 1 hour. Such creatures within 1 minute that does speak one additional
gain advantage on attack damage, the damage is language of your choice
rolls made against you. minimized. for 1 hour.

17 For the next day, any time You have are surrounded by You are invisible for 1
you make an ability check, a spectral shield for 1 minute.
roll 1d6 and subtract the minute, giving you a +2
result. bonus to your AC and
immunity to magic missile.

18 For any spell that requires a You and all creatures within Your eyes permanently
saving throw you cast within 30 feet of you gain change color. If they are a
the next minute, the target vulnerability to piercing blue or grey shade, they
gains advantage. damage for 1 minute. turn dark brown, or vice
versa. A spell such
as remove curse can end
this effect.

19 The next single target spell For 1 minute, you gain Small birds flutter and
you cast within the next resistance to nonmagical chirp in your vicinity for 1
minute must target one bludgeoning, piercing, and minute, during which time
additional target. slashing damage. you automatically fail
any Stealth check.

20 A demon whose CR is equal You are protected from You feel the incredible
to your level appears near Elementals for 1 hour. Such urge to relieve yourself.
you. Make a Charismasaving reatures cannot attack you Until you do,
throw against your spell save or harm you unless they your Strength and Intellige
DC. If you make it, the succeed on nce are reduced by 1. If
demon is subservient, a Charisma saving throw you don't relieve yourself
otherwise, it is hostile. The against your spell save DC. in the next 2 minutes, the
demon, if not banished or above effects are
defeated, vanishes after 1 removed, but
day. your Charisma score is
reduced by 4 for 1 hour or
until you change your
trousers.

21 For the next minute, very For the next minute, one Gnats buzz around your
creature within 60 feet of you creature of your choice gets head for 1 minute,
that hears you speak only a -2 penalty to its AC, attack distracting you. You must
hears insults as if you are rolls, and damage rolls. make a Constitutionsaving
casting vicious mockery at throw against your own
first level. spell save DC to cast any
spell.

22 For the next day, you You and all creatures within You are surrounded by a
have advantage on the next 30 feet of you gain faint, offensive odor for 1
2d6 rolls you make where vulnerability to bludgeoning minute. You
you don't already damage for 1 minute. gain disadvantage on
have advantage. all Charisma checks.

23 You are protected from You emanate light in a 30- For the next minute, all
Aberrations for 1 day. Such foot radius for 1 minute. Any spells with a casting time
creatures cannot attack you creature within 5 feet of you of 1 action or 1 bonus
or harm you unless they that can see is blinded until action require 2
save a Charisma saving the end of its next. consecutive actions to
throw against your spell save cast.
DC.

24 For 1 minute, a duplicate of For the next hour, you You have the irresistible
yourself appears in the gain advantage on Charism urge to scratch an itch in
nearest open space which a checks when dealing with the middle your back, just
can take actions any creature wearing black, out of reach, for 1 minute.
independently, and goes on but disadvantage if they are If you don't scratch it
the same Initiative as you. wearing white. If they are using a back scratcher or
However, any damage it wearing both, this doesn't some similar device , you
takes as well as any spell apply. must succeed
slots or sorcery point it uses a Constitution saving
applies to you as well. throw against your spell
save DC to cast a spell.

25 A loud boom emanates from You are protected from You have a momentary
you. All creatures within 15 Plants for 1 hour. Such vision of your own death.
feet take 2d8 thunder creatures cannot attack you If you fail
damage and must make or harm you unless they a Wisdom saving roll at
a Constitution saving throw succeed on your spell DC, you
against your spell save DC a Charisma saving throw are frightened for 1
or be deafened for 1 minute. against your spell save DC. minute.

26 All creatures within 60 feet of Your Intelligence is Your Charisma is


you regain 2d8 hit points. increased by 2 for 1 day. increased by 2 for 1
minute.

27 You transform into a marble Within the next hour, you Over the next minute, all
statue of yourself for 1 have advantage on the next plants within 20 feet of
minute, during which time roll you make where you you grow as if affected by
you are considered petrified. don't already the plant growth spell
have advantage. when cast as an action.

28 You are immune to disease You gain a +2 bonus to your Your eyes glow red for 1
for 1 week. AC for 1 minute. minute.

29 You immediately drop to 0 hit For the next minute, you are Your Constitution is
points. in the Border Ethereal near increased by 2 for 1
the location you were last in. minute.

30 Make a Wisdom saving For the next minute, you You add your proficiency
throw against your own spell gain resistance to thunder bonus to
save DC. If you fail, you are and force damage. all Charisma checks for
transformed into a raven for the next hour, if you don't
1 minute, as if by already add it.
a polymorph spell.

31 You are protected from An imp appears within 30 Your spell components
Beasts for 1 day. Such feet of you. Make seem to have been
creatures cannot attack you a Charisma saving throw rearranged. During the
or harm you unless they against your spell save DC. next hour, you must make
save a Charisma saving If you succeed it, the imp is an Intelligence check
throw against your spell save subservient, otherwise, it is against your spell save
DC. hostile. The imp, if not DC to cast any spell that
banished or defeated, requires a material
vanishes after 1 day. component.

32 You transform into a stuffed For the next minute, you For the next minute, you
toy resembling yourself for 1 gain resistance to fire and have advantage on the
minute, during which time cold damage. next roll you make where
you are considered petrified. you don't already
have advantage.

33 You stand at the center a For the next hour, you Every creature within 15
circular wall of fire with a gain advantage on Charism feet of you takes 1
radius of 15 feet. Any a checks when dealing with necrotic damage. If you
creature in any of the spaces any creature wearing red, are wounded, you
covered by this fire must but disadvantage if they are regain hit points up to the
make a Dexterity saving wearing green. If they are amount of damage dealt.
throw against your spell DC wearing both, this doesn't If you are not wounded,
or take 5d8 fire damage. apply. you gain this amount
The wall of fire remains for 1 of temporary hit points.
minute.

34 Choose 1 permanent or You gain the service of A magic mouth appears


triggered effect that has an arcane eye for 1 minute on a nearby wall or flat
happened to you or that does not surface. When you speak,
somebody else that you’ve require concentration. your voice comes from the
received from this chart and magic mouth. This lasts
remove it, even if it was for 1 minute.
beneficial.

35 You are vulnerable to Beasts You lose the ability to smell You can hear
for 1 hour. Such reatures for 1 day. exceptionally well for 1
gain advantage when minute,
attacking you. gaining advantage for
all Perception checks
related to sound.

36 You permanently lose the You gain a -2 penalty to You lose the ability to
ability to smell. This sense your AC for 1 minute. smell for 1 hour.
can be restored with a spell
that removes curses such
as remove curse.

37 You are vulnerable to You and all creatures within For the next day, each
Celestials for 1 hour. Such 30 feet of you gain time you say a word with
creatures vulnerability to necrotic the "s" sound, it sounds
gain advantagewhen damage for 1 minute. like a hissing snake.
attacking you.

38 Make a Wisdom saving You become invisible and A gentle gust of wind
throw against your spell save silent for 1 minute. blows outward from you.
DC. If you fail, you are All creatures within 40 feet
transformed into a cat for 1 of you can feel it, but it
minute, as if by a {5e| otherwise does nothing.
Polymorph}} spell.

39 You are vulnerable to Plants Your Dexterity is increased Your Dexterity is


for 1 hour. Such creatures by 2 for 1 day. increased by 2 for 1
gain advantage when minute.
attacking you.

40 You gain the service of You can detect the thoughts You immediately take
an arcane eye for 1 hour that of 1 creature you can see 1d10 radiant damage.
does not within 30 feet of you for 1
require concentration. minute.

41 You are protected from For the next minute, all One randomly-chosen
Celestials for 1 day. Such melee attacks you make non-magical item in your
creatures cannot attack you with a non-magical weapon possession that weighs 1
or harm you unless they gain a +1 bonus to hit and to pound or less vanishes
succeed on damage, and are and is forever gone.
a Charisma saving throw considered magical for the
against your spell save DC. purpose of overcoming
resistances.

42 All your allies within 20 feet Your Strength is decreased Your Wisdom is increased
of you gain a +2 bonus to by 2 for 1 hour. by 2 for 1 minute.
their AC for 1 minute.

43 3d6 random gems appear You gain freedom of You immediately gain 10
near you, worth 50gp each. movement for 1 day. temporary hit points.

44 All allies within 20 feet of you Your Dexterity is decreased 3d6 silver pieces appear
gain a +2 bonus to attack by 2 for 1 hour. near you.
and damage rolls on any
melee weapon attack they
make within the next minute.

45 For 2d6 days, you glow You are affected by a faerie You regain 5 hit points per
bright yellow. You fire spell for 1 minute. You round for 1 minute.
have disadvantage on Stealt automatically fail the saving
h checks and anyone trying throw.
to perceive you
has advantage on
their Perception check.

46 You stand at the center a You are protected from An imp appears near you.
circular wall of force with a Beasts for 1 hour. Such Make a Charisma saving
radius of 15 feet. Any creatures cannot attack you throw against your spell
creature in any of the spaces or harm you unless they save DC. If you succeed,
covered by this wall must succeed a Charisma saving the imp is subservient,
make a Dexterity saving throw against your spell otherwise, it is hostile.
throw against your spell DC save DC. The imp, if not banished
or take 5d8 force damage. or defeated, vanishes
The wall remains for 1 after 1 hour.
minute.

47 All creatures within 20 feet of 3d6 gold pieces appear near Your speed is increased
you are knocked prone. you. by 10 feet for 1 minute.

48 You are vulnerable to For 2d6 hours, you have a You gain proficiency on
Aberrations for 1 hour. Such faint pink glow. Anyone all Strength checks for the
creatures trying to perceive you has next hour, if you don’t
gain advantagewhen advantage on already have it.
attacking you. their Perception check.

49 For the next day, you are in You gain the ability to breath Your Intelligence is
the Border Ethereal near the water for 1 day. increased by 2 for 1
location you were last in. minute.

50 All allies within 20 feet of you You and all creatures within One randomly-chosen
gain a +2 bonus to attack 30 feet of you gain non-magical item in your
and damage rolls on any vulnerability to slashing possession that weighs 1
ranged weapon attack they damage for 1 minute. pound or less is
make within the next minute. duplicated.

51 You are at the center of a For the next minute, light Mushrooms sprout around
10-foot radius antimagic and darkness quickly you in a 5-foot radius and
field that negates all magic alternate around you in a vanish after 1 minute. If
equal to or less than your 30-foot radius, creating a one is harvested and
level for 1 hour and does not strobe effect. Sight-based eaten within this time, the
require concentration. creatures gain a -1 penalty creature must make
on attack rolls against you a Constitution saving
and Perception checks throw against your spell
against you, and you gain a save DC. On a failed
+1 bonus to Stealth checks. save, it takes 5d6 poison
damage. On successful
one, it gains 5d6
temporary hit points.

52 Make a Wisdom saving All creatures within 20 feet You can smell
throw against your spell save of you must make exceptionally well for 1
DC. If you fail, you are a Strength saving throw minute,
transformed into a wolf for 1 against your spell save DC gaining blindsight with a
minute, as if by or be knocked prone. radius of 10 feet
a polymorph spell. and advantage on
all Perception checks
related to odor.

53 You are protected from You are protected from Your feet sink into the
Elementals for one day. Undead for one hour. Such ground, making you
Such creatures cannot attack creatures cannot attack you completely immobile for
you or harm you unless they or harm you unless they one minute. This has no
succeed on succeed on effect if you were not
a Charisma saving throw a Charisma saving throw standing on the ground
against your spell save DC. against your spell save DC. when the spell was cast.

54 All of your hair permanently For the next minute, you can One random gem worth
falls out. Only a spell such pass through any solid, non- 100gp appears near you.
as remove curse can end magical wall that is 6 or
this effect. fewer inches thick.

55 You gain the ability to speak You are protected from For the next minute, you
one new language of your Fiends for one hour. Such have double vision. This
choice. However, you lose creatures cannot attack you gives you disadvantage
the ability to speak one or harm you unless they on ranged attacks
language you already know. succeed on (including spell attacks)
a Charisma save against and Perception checks
your spell save DC. involving sight.

56 A 30-foot cube hypnotic You permanently gain one You are surrounded by a
pattern appears with you at 1st-level spell slot but forget faint, pleasant odor. You
the center. All creatures one cantrip that you already gain advantage on
within the pattern must know. A spell such all Charisma checks you
succeed on as remove curse can end make within the next
a Wisdom saving throw or this effect. minute.
fall asleep for 1 minute or
until they take damage.

57 You permanently forget one You immediately gain 15 You lose proficiency on all
cantrip. A spell such temporary hit points. skill checks for 1 minute.
as remove curse can restore
your memory.

58 You immediately take 2d10 All gold you are carrying is You gain freedom of
psychic damage. now silver. movement for 1 minute.

59 You are vulnerable to For the next minute, you You gain darkvision with a
Undead for 1 hour. Such gain resistance to necrotic radius of 60 feet for 1
creatures and radiant damage. minute. If you already
gain advantage when have darkvision, you lose
attacking you. it for 1 minute.

60 You transform into an iron You are at the center of Approximately 100 gallons
statue of yourself for 1 a fog spell which lasts for 1 of water appear over your
minute, during which time minute. head and those within 10
you are considered petrified. feet of you, evenly
distributed above
everybody within the
radius.

61 You gain an additional spell Your Charisma is increased You gain a +1 to your AC
slot of your highest level for by 2 for 1 day. for one minute.
1 week.

62 If you die within the next You and all creatures within You fall victim to a horrible
minute, you come back to life 30 feet of you gain cramp in both legs,
as if by the reincarnatespell. vulnerability to lightning reducing your speed by
damage for 1 minute. 10 feet for 1 hour.

63 You permanently gain one You and all creatures within The next spell you cast
spell slot of one level below 30 feet of you gain within the next hour uses
your highest-level spell slot, vulnerability to force a spell slot of one level
but lose one 1st-level spell damage for 1 minute. lower than what it
slot. A spell such as remove normally requires. If the
curse can end this effect. spell is a spell of 1st level,
you still must expend a
spell slot to cast it.

64 All creatures that can For the next minute, any For the next hour, you are
perceive you must make creature you touch takes unable to read as the
a Wisdom saving throw 2d6 lightning damage. letters all appeared
against your spell save DC jumbled.
or be frightened of you.

65 You are vulnerable to You gain blindsight with a For the next day,
Elementals for 1 hour. Such radius of 60 feet for 1 everything you say must
creatures minute. rhyme. If it doesn’t, you
gain advantagewhen take 1d6 psychic damage.
attacking you.

66 You are protected from Fey You are surrounded by a During the next hour, you
for 1 day. Such ceatures horrible, noxious odor for 1 may re-roll any one save,
cannot attack you or harm minute. Anyone within 10 attack roll, or skill check. If
you unless they succeed on feet of you must make you do, you must take the
a Charisma saving throw a Constitution saving throw new roll’s result.
against your spell save DC. or be stunned.

67 You gain the service of Your Charisma is decreased You grow 1d6 inches in
an arcane sword that does by 2 for 1 hour. height. You gradually
not require concentrationuntil return to your original
your next short or long rest. height over the course of
1 day.

68 You permanently gain one You gain the service of You immediately take 2d4
cantrip. A spell such a phantom steed for 1 day. psychic damage.
as remove curse can end
this effect.

69 All allies within 20 feet of you You and all creatures within For the next hour, any
get gain a -2 penalty on 30 feet of you gain time you make an ability
attack and damage rolls for vulnerability to acid damage check, roll 1d4 and
any melee attack they make for 1 minute. subtract the result.
in the next minute.

70 All allies within 20 feet of you Your Wisdom is decreased You gain the ability to
heal up to 3d8 hit points. by 2 for 1 hour. speak with animals for
one hour.

71 You lose the ability to see for Your speed is increased by You get gain a -1 penalty
1 day. During this time, you 10 feet for 1 day. to your AC for 1 minute.
have the blindedcondition.

72 You gain the service of You gain the ability to walk You gain the use of
a phantom steed for 1 week. on water for 1 day. an unseen servant for 1
hour.

73 Make a Constitution saving You and all creatures within The next spell you cast
throw against your spell save 30 feet of you gain within the hour uses a slot
DC. If you fail, you vulnerability to psychic level one level higher than
are stunned for 1 minute. damage for 1 minute. what it normally requires.

74 You transform into a stone One creature of your choice A bad joke comes to mind
statue of yourself for 1 gets a +2 bonus to all attack and until you tell it (which
minute, during which time rolls, damage rolls, and their takes an entire action),
you are considered petrified. armor class AC for 1 minute. you suffer
a Wisdom penalty of 1.

75 All creatures within 20 feet of You lose proficiency in one You hear a ringing in your
you, including you, must randomly chosen skill, tool, ears for 1 minute. During
make a Dexterity save or weapon type for 2d6 this time, casting a spell
against your spell save DC days. that requires a verbal
or be affected by a faerie component requires
fire spell. a Constitution check
against your spell save
DC.

76 Permanently increase one All food and drink within 30 You lose 1d6x5 pounds.
ability score of your choice feet of you becomes putrid, You gradually return to
by 1 point. Permanently spoiled, or rotten. your original weight over
decrease a different ability Consuming this food deals the course of 1 day.
score of your choice by 1 2d6 poison damage and
point. A spell such causes
as remove curse can end the poisonedcondition for 1
this effect. hour.

77 You gain proficiency in one All silver you are carrying is Your clothes become dirty
tool or weapon type you now copper. and filthy. Until you can
don’t already have for 1 day. change and/or clean your
clothes, your Charisma is
reduced by 1.

78 Make a Wisdom saving You and all creatures within You gain proficiency
throw against your spell save 30 feet of you gain in Wisdom checks for the
DC. If you fail, you are vulnerability to fire damage next hour, if you don’t
transformed into a giant for 1 minute. already have it.
spider for 1 minute, as if by
the polymorph spell.

79 Gain the sympathy effects of You lose proficiency in all You shrink 1d6 inches in
the antipathy/sympathy spell skill rolls for 1d4 hours. height. You gradually
for 3d6 days. return to your original
height over the course of
1 day.

80 You are protected from You are protected from Fey Your skin permanently
Fiends for one day. Such for one hour. Such creatures darkens as if you have a
reatures cannot attack you or cannot attack you or harm tan, or if you are already
harm you unless they you unless they succeed on dark-skinned, your skin
succeed on a Charisma saving throw becomes one shade
a Charisma saving throw against your spell save DC. lighter. A spell such
against your spell save DC. as remove curse can end
this effect.

81 All allies within 20 feet of you For the next hour, any time For 1 minute, one
gain a -2 penalty to attack you make an ability check, creature of your choice
and damage rolls for any roll 1d6 and subtract the within 30 feet of you gains
ranged attack they make result. a -1 penalty to attack rolls,
within the next minute. damage rolls, and their
AC.

82 For one minute, any spell For the next minute, you For the next hour, any
with a casting time of 1 gain resistance to poison time you make an ability
action can be cast as a and psychic damage. check, roll 1d4 and add
bonus action. the result.

83 Make a Wisdom saving You’re feeling lucky. For the If you cast a spell with a
throw against your spell save next hour, any time you saving throw within the
DC. If you fail, you are make an ability check, roll next minute, the target
transformed into a giant 1d6 and add the result. gainsdisadvantage on its
rabbit for 1 minute, as if by saving throw.
the polymorph

84 The next time you cast a You immediately take 2d6 Your Strength is
spell, do not roll on this psychic damage. increased by 2 for 1
chart. minute.

85 For the next day, you gain You gain proficiency in one One creature of your
proficiency in all skills that skill of your choice that choice gains a +1 bonus
you are not already proficient you're not already proficient to attack rolls, damage
in. in for one hour. rolls, and its AC for 1
minute.
86 The next time you cast a Your Constitution is You immediately heal
spell, roll twice on this chart. increased by 2 for 1 day. 2d10 hit points.
Both effects will apply.

87 You are vulnerable to Fey for You and all creatures within You gain proficiency on
1 hour. Such creatures 30 feet of you gain all Intelligence checks for
gain advantage when vulnerability to thunder the next hour, if you don’t
attacking you. damage for 1 minute. already have it.

88 You transform into an empty You and all creatures within The power of your magic
wooden chest for 1 minute, 30 feet of you gain is strong! For the next
during which time you are vulnerability to cold damage hour, any spell you cast
considered petrified. for 1 minute. does not require a verbal
component.

89 Gain the antipathy effects of You gain the ability to speak You gain 1d6x10 pounds.
the antipathy/sympathy one language of your choice You gradually return to
spell for 3d6 days. for 1 day. your original weight over
the course of 1 day.

90 All creatures within 30 feet of You and all creatures within You gain proficiency in
you must make 30 feet of you gain all Dexterity checks for the
a Wisdom saving throw. Any vulnerability to radiant next hour, if you don’t
creature immune to magical damage for 1 minute. already have it.
sleep automatically
succeeds on its saving
throw. Those that fail fall
asleep for 1d6 minutes.

91 You are protected from You are protected from Your fingernails and
Plants for 1 day. Such Celestials for 1 hour. Such toenails grow to an
creatures cannot attack you creatures cannot attack you uncomfortable length.
or harm you unless they or harm you unless they Until you trim them,
succeed on succeed a on your Dexterity is reduced
a Charisma saving throw a Charisma saving throw by 1 and your speed is
against your spell save DC. against your spell save DC. reduced by 5 feet, even if
you’re not wearing shoes.

92 You transform into a For the next minute, you are You gain the effects of
medium-sized potted plant unable to cast any spell that the blur spell for 1 minute,
for 1 minute, during which causes damage of any type. which does not
time you are require concentration to
considered petrified. maintain.

93 The next time you fall below You gain spider climb for 1 For the next hour, you
0 hit points within the next minute, and it does not appear to others to be the
month, you automatically fail require concentration to opposite gender.
your first death saving throw. maintain.

94 You gain two spell slots at You immediately lose all You gain the service of a
your second-highest level for unspent sorcery points and 2nd-level spiritual
1 week. may not regain them until weapon for 1 minute.
you have finished a long
rest.

95 For the next day, any time You and all creatures within The power of your magic
you make an ability check, 30 feet of you gain is strong! For the next
roll 1d6 and add the result. vulnerability to poison hour, any spell you cast
damage for 1 minute. does not require a
somatic component.

96 Make a Wisdom saving You gain the ability to speak You gain proficiency in
throw against your spell save with animals for 1 day. all Constitution checks for
DC. If you fail, you are the next hour, if you don’t
transformed into a sheep for already have it.
1 minute, as if by
the polymorph spell.

97 All allies within 30 feet of you All food and drink within 30 Every inanimate object
gain a -2 penalty to their AC feet of you is purified. that isn't being worn or
for 1 minute. carried within 40 feet of
you becomes enshrouded
with shadows for 1
minute. Enshrouded
objects are
considered heavily
obscured.

98 You are protected from You are protected from Your fingers become sore
Undead for 1 day. Such Aberrations for 1 hour. Such for 1 hour. During this
creatures cannot attack you creatures cannot attack you time, you must succeed
or harm you unless they or harm you unless they on a Dexterity saving
succeed on succeed on throw against your spell
a Charisma saving throw a Charisma savinng throw save DC to cast a spell
against your spell save DC. against your spell save DC. with a somatic
component.

99 You jump forward in time All your clothing and You feel extremely
exactly 1 minute, for 1 equipment teleports to the nauseated. Make
minute. From the perspective nearest open space at least a Constitution saving
of everyone else, you cease 15 feet from you that you throw against your spell
to exist during that time. can see. save DC. If you fail, you
must spend your next
action throwing up.

100 All spells you cast within the Your Constitution is You immediately lose one
next minute automatically decreased by 2 for 1 hour. unspent sorcery point.
fail.

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