Pandemonium Incarnate

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D9

Behold the horror and majesty of true Chaos! The magic which makes the realms can also unmake it, in the sacred and profane
process known as Wild Magic. Are you prepared to wield its fickle power?

This module includes 1,000 random effects of the casting of Wild Magic (or similarly chaotic rituals), including 100 unique Curses.
It also provides advice for GMs inviting this unbridled mayhem into their game worlds. While the module uses the language of 5E
and its recent predecessors, it is easily compatible with most OSRs and other fantasy or fantasy-adjacent TTRPGs.

Ⓒ 2022 Magical Games, Ink. CC BY-NC 4.0

Ⓒ 2022 Magical Games, Ink.


MGI
Just Some Guy
And Their Waifu
Magical Games, Ink.
POB 420
NONEVILLE, MA 01002

EXPORTED IN THE U.S.A. 1337


CREDITS
Layout and Writing by Sandro A.D. (@sandromaycry)
Cover Art of “The Roller” by Hodag (@HODAGRPG)
Including royalty free art thanks to:

• The beautiful scans from Old Book Illustrations (Witch Hazel, A Suitable Present,
Chart of the Hand and Dive for Life)

• The “Pen” icon from Freepik via Flat Icon (seriously that website rocks)

• And uhhh a bunch of stock photos via Pexels (IDK this PDF is free)

• A bunch of fonts lol

Special thanks to Wizards for not suing me for somehow fucking something up in here, and to
my love and muse for continuing to inspire my creative works and encourage the best in me!

Also special thanks to you for reading this!! :0

RNING - WARNING - WARNING - WARNING - WARNING - WARNING - WARNING - WARNING - WA

This guide contains crude language, copious gore, lots of vomiting, loose eyeballs, extra
appendages, one-hit kills, doomsdays, and other events that can drastically alter a
campaign!

Carefully consider whether the content and chaos this table introduces is right for your
group and be sure to discuss it with everyone at the table!
RNING - WARNING - WARNING - WARNING - WARNING - WARNING - WARNING - WARNING -

This work is licensed under CC BY-NC 4.0 in 2022 - so like do


whatever with it I think? Honestly I was just gonna do CC0 cause if
you wanna make money off something involving this that’s not really a
me problem, but because Copyright is confusing we’re doing this.

Copyright law and the idea of intellectual property can eat my entire
asshole smh.
FORWARD
Oh lordy. So you really want a Wild Magic table this big huh? Even if it’s full of stuff
that can break your campaign? Things so random you may be at a loss for how to handle
them? Typos? Incongruities? Madness?

Well if you insist.

In some ways this Table can be considered a kind of challenge to a GM. It’s a gauntlet
that can test your improv skills and creativity. There’s a lot that can happen and I can
only offer minimal guidance. What’s that classic indie ttrpg saying?

“This is just a jumping off point. The rest is up to you to bring to life.”

Well, hopefully this’ll be a bit more helpful than those games…

This Table was the result of me playing in a friend’s D&D 5e game (Thanks Duff!) some
4ish years ago, and the need arising for a truly bombastic and hilarious random roll
table. It was associated with my not-character at the time: Grungass. He was a way for
characters to be able to step out mid fight if someone needed to go. I’d take on their
character sheet and abilities as a separate shape-shifting entity.

Somewhere along the way it was established that he was a kind of Eldritch God, but was
only ~200 years old. Barely a toddler. Which is why he barely understood the reality
ARNaround him or his strange powers. And so a roll table was made that encapsulated the
spirit of those crazy antics.

That campaign is still going! While I no longer play in it, I heard because of this table
they briefly turned off the sun and the GM used that as a plot hook for an impending
apocalypse. They had to travel across the world to stop a god from bursting out of the
eggshell that was the sun and everything!
W
Anyways it felt like a good time to release this all in PDF form, given I haven’t finished
anything in 2022. It’s not a perfect table, there’s probably some typos, and the layout
isn’t my best work. But it gets the job done. Just like Grungas did.

A very special thanks to Duff (@orxalot22) for running the only 5e game
I’ve really enjoyed! And to that party for being (and continuing to be) a
lovable cast of weirdos, crazy enough to read this Wild Magic Table and
want to use it!
BEGIN THE RITUAL
and enter

PANDEMONIUM
INCARNATE
> STEP 1 STEP 1 STEP 1 STEP 1 STEP 1 STEP 1 STEP 1 STEP 1 ST
Determine the“TARGET”of the Wild Magic Roll.

If the Wild Magic was caused by an Attack, then the TARGET should be the target of that Attack. In an
AoE Attack the caster gets to pick a single affected TARGET.

> STEP 2 STEP 2 STEP 2 STEP 2 STEP 2 STEP 2 STEP 2 STEP 2 ST


Caster rolls a d10 to determine the“Thousands Place.”Casters with advantage may roll twice and pick
their preferred Thousands from the results. Each Thousand corresponds to a different element or boon:

0- Raw Chaos (pg. 3): A swirling jumble of randomness, bedlam and slapstick.
1 - Tides of Change (pg. 5): Out from the abyss, each drop leaves a ripple.

2 - Shocking Luck (pg. 7): Lightning can always strike the same place twice.

3 - Pyromania (pg. 9): Engulfed in the glorious flames of the unpredictable.

4 - Arcane Gamble (pg. 11): Science and books pale in comparison to the True Magic.

5 - Umbral Roll (pg. 13): The greatest fear is the fear of the unknown.

6 - Verdant Eruption (pg. 15): Even blades of grass can break from their patterns.

7- Undying Chance (pg. 17): Death is not the end of the unexpected.
8 - Elder Calling (pg. 19): Unthinkable beings play dice with your life.

9 - JACKPOT: When you Roll a 9 you may pick one of the following:
• You may hand pick which of the other 8 Thousands Place Tables to Roll on.
• Apply a Random Curse (pg. 21) to either you or your TARGET, as determined by a coin flip.
• Undo the effects of a previous Wild Magic Roll, including removing a Random Curse.
PG. 1
> STEP 3 STEP 3 STEP 3 STEP 3 STEP 3 STEP 3 STEP 3 STEP 3 ST
Flip to the Page of the associated Thousands Place table. You MUST complete this step before the ritual may
continue. It is absolutely imperative that you are able to see the table in order to complete Step 3. If you are
not able to see the table you will not be able to discern the Step 3 Roll. Pause the game if necessary to find
the appropriate page and flip or scroll to it. This MUST be done by the GM and is one of your responsibilities.
Should a Player attempt to interrupt you in this process, reprimand them harshly. Remind them the sanctity
and profanity of the ritual and invoke the ancient phrase: Give me one second. Should the Player still not
comply, threaten to rip apart their character sheet. Refer the Player to this passage if necessary. Remember
TEP 1
you are the GM and it is your responsibility to preserve the ritual.

Once you are ready, have the Caster Roll d100 (or 2 d10 to gain a d100 result, where two 0s is the hundred
place or true zero in the case of the first table).

> STEP4 STEP 4 STEP 4 STEP 4 STEP 4 STEP 4 STEP 4 STEP 4 STE
TEP 2
READ ALOUD the Result. However, keep in mind that anything in brackets [like this] is for GM eyes only.
DO NOT READ ALOUD what is in the brackets, as it may spoil the surprise.

Next RESOLVE the consequence to the best of your ability. Here are some tips and suggestions to help get
you started:
• The Field refers to the majority of the battlefield or the general area the encounter is taking place in.
• Units refers to any sentient being that is involved in the encounter.
• When something is“ripped through the Aether”it is literally being pulled from somewhere else and
on to the field. Consider where it came from and if the beings there miss it.
• If a (non-curse) effect does not describe a time limit you get to determine how long the effect lasts.
When in doubt, make it permanent or have it last d20 days.
• If things like Disadvantage, Long Rests, or a Stat does not exist in your system, make something up!
Maybe the Caster gets a -3 on a roll or you involve hunger mechanics, etc.
• If the affected Unit does not have pockets, pouches, associated appendages, etx, either give them to
that that Unit or come up with a reasonable alternative. (ex: Using mouths instead of pockets.)
• If a description is really vague nonsense (ex: Air Horns) that is intentional, read it out loud and
consider a funny way to riff of this igniter. Maybe a bunch of air horns play or the Caster now is in
possession of an ever blowing Air Horn. When in doubt just have the Caster reroll with Advantage.
• Some of these rolls have drastic world changing consequences! GMs who have used this in the past
roll with this insanity, creating quest hooks and even whole major antagonists based off these events!
• Most of all, trust your creativity, go big or go home, be not afraid let the mayhem flow (you did allow
this in your game after all) and most of all GOOD LUCK!

PG. 2
Z:\> mount d d:\RAWCHAOS
D:\> dir
0. Everything in a 30 ft. Radius turns purple.
0s - RAW
25.A dead person is ripped through the Aether
beside you. The bloody murder weapon is now
1. You and the nearest sentient thing switch
in your hands.
bodies, but not positions. Permanently.
26.You gain 150 lbs to distribute among you and
2. A highly aggressive Unicorn is ripped from
your party as you see fit.
the Aether and appears beside you.
27.AIR HORNS.
3. A kindly Unicorn is ripped from the Aether
and appears beside you. 28.Rainbows cut through your soul and heal 2d10
DMG as you scream in agony.
4. You gain the favor of a legally distinctive
eye-ball monster who is summoned to the field. 29.You are unaffected by gravity for one turn and
must perform a check to hold on to your
5. You gain the favor of a Bee Holder (a fellow
rapidly moving planet.
who holds Bees) who is summoned to the field.
30.Someone, somewhere is now an orphan because
6. You puke in your mouth a little bit.
of you. You monster.
7. You are empowered with Chaos and will make a
31.A fully cooked pasta dinner is ripped through
Wild Magic roll for the next 2 Turns.
the Aether and appears in front of you.
8. ??? [Every weapon that attempts to DMG the
32.Your Target is drenched in tomato sauce.
Caster until their next turn is transformed
into highly durable macaroni art.] 33.A whirlwind of assorted vegetables is ripped
through the Aether and hits your Target for
9. You are granted a second head on your
2d10 DMG.
shoulders which you control. [It can be
safely removed by severing it.] 34.Your tongue is now covered in hair.
10.Every shoe on the field is filled with water. 35.Time of day advances 12 hours.
11.Every shoe in a 20’ radius is filled with 36.All glass on the field shatters causing 2d4
lava. This lava causes d10 DMG per turn. DMG to any Units beside it.
12.??? [The next non-magical ranged attack’s 37.Your nose is really itchy for 2 hours.
ammo is replaced with a “BANG” flag.]
38.Your Target’s nose is itchy for 2 hours.
13.One of your parents is ripped from the Aether
39.Your Target is duplicated. The duplicate ages
and appears beside you. If they are dead,
rapidly and will die of old age in 8 hours.
their corpse or ashes appear.
40.You gain a duplicate. Your duplicate ages
14. A health potion smacks against your Target’s
rapidly and will die of old age in 72 hours.
head, ironically causing 3d4 DMG.
41.Your Target’s head explodes.
15.Everyone in a 20’ radius is incapacitated
with laughter, including yourself. You may 42. Until your next turn, all DMG is determined
make a joke if you’d like. by Fashion Competitions.

16.Everyone in a 20’ radius is now dressed in 43.The field is stormed by a herd of corgis.
clown attire, including yourself. 44.There is always a rock in your shoe for the
17.Everyone in a 20’ radius is now down to their next 24 hours. Reduce your Speed by 1.
underwear, their armor returned to their 45.You can respec your entire character.
inventory. This includes you.
46.Your footsteps are silent for 24 hours.
18.Your pockets are full of rats.
47.Your footsteps make a loud, clown-like
19.Your Target’s pockets are full of rats. squeaking noise for 24 hours.
20.You spawn a 40’ cube of molasses that spills 48.You vomit 100 Gold.
on to the field, causing havoc.
49.Your Target vomits 100 Gold.
21.Roll a dice at your target. Any token hit
takes 2d10 DMG. 50.Your Target is inexplicably drowning and must
make a save next turn not to suffocate.
22.You roll out of the way to a new space,
through solid matter if desired. 51.Your Target is obsessed with making you happy
and pleasing you.
23.Any walls in a 30’ radius turn to hay.
52.Your Target shrinks to half their size.
24.You’ve just shit your pants.

PG. 3
CH AOS
AOS AO CH
CH
CHAOS
CHA S CHAOS
OS OS
CHAOS CHA
53.The bones of every creature on the field now 79. You understand every language! But you can’t
have a shiny blue sheen. speak most of them… Yet.
54.Make a wish. Literally anything you want. 80. Your hair is now rainbow colored. Gain +1 CHA!
[The wish will come true in 48 hours if they [Any Natural 1 CHA Checks to seduce now cause
still remember it.] the Target’s head to explode.]
55.Your size (and DMG) doubles for 1 Turn. Take 81. Your Target’s attire changes based off your
2d10 DMG if your head hits the ceiling as you desire.
grow.
82. Your Target loses their pants. If they have
56.Your Target turns into a sheep. no pants they gain pants.
57.You mount your Target. 83. The room is filled with gentle elevator music,
relaxing the situation somewhat.
58.Your Target mounts you.
84. A mischievous goose steals your weapon. You
59.All foliage in a 30’ radius turns to spiders.
must chase it down to recover it.
60.All your hair falls out.
85. Your pockets are full of spaghetti.
61.All your Target’s hair falls out.
86. You are full of milk.
62.It starts raining heavily on the field, even
87. You hear the voice of the GM narrate the
if you are indoors.
results of your roll. Gain +1 INT or WIS.
63.You fall asleep.
88. You gain a Dakimakura of your choosing and
64.??? [Caster’s next d20 roll is a 1.] must now explain this to your friends.
65.??? [Caster’s next d20 roll is a 20.] 89. Your weapon now talks.
66.??? [Caster’s next d20 roll is a 99.] 90. Your Target’s weapon now talks.
67.You and your Target fall from a distance that 91. You and your Target gain the same Random Curse (pg. 21).
is not major enough to cause DMG, but is As a free action you can bond over this.
major enough to hurt your ankles.
92. You and your Target switch vision for 3 hours.
68.You hear a booming voice chuckle about 69.
93. A bucket of red paint is dropped on your
69.Your Target turns into assorted meats, but is Target, blinding them for 1 Turn.
generally unaffected in combat.
94. You get a Tape Worm. It consumes 1d4 of all
70.Everyone on the field is turned into felt your healing until it is removed.
puppets (with weakness to fire) for 24 hours.
95. You glitter like a disco ball for 24 hours.
71.You must talk in an “Adowabwe voiwce UwU”
96. You gain the ability to cast spells from your
until your next Long Rest.
eyes without any components.
72.You explode dealing 3d20 DMG to all adjacent
97. You learn an instrument no one cares about.
Units. You inexplicably survive at 1 HP.
98. Your target gains a mysterious shimmering
73.The room is filled with the sound of
potion. [Its function is inscrutable. The
cacophonous bagpipes, making communication
drinker of this potion is granted one wish.]
impossible for the next 15 minutes.
74.Bread on your head.
75.For the next turn you only have a head, 2
hands and 2 feet. If you didn’t have any of
these appendages you briefly gain them.
99.
You cause a butterfly to flap its wings, in turn
76.For the next turn your Target only has a causing a localized storm directly above your
head, 2 hands and 2 feet. If they didn’t have target. They are struck by lightning and take
any of these appendages they briefly gain them. 5d20 DMG.
77. Gain 3 Wild Magic Poprocks. [Eating one causes
a Wild Magic Roll and takes no actions. They
taste sour and sweet at the same time.]
78. You speak every language! But you can’t
understand most of them… yet.

PG. 4
100s - Tides of Change
100 – You and your Target’s socks are wet. 132 – Gain a pet hermit crab. It can speak to you via telepathy.
101 – You feel a storm a’ brewin’. [A violent storm will begin Its power allows you to use gain an additional d4 level d4
on the Caster’s next turn.] Spell Slots, or comprobable magical boons.

102 – You must speak like a pirate for the next 24 hours. 133 – The field fills with an inspiring sea shanty, giving allies
+1 to all Rolls for their next Turns.
103 – Your target must speak like a pirate, permanently.
134 – You vomit sea water.
104 – You gain a bucket and a mop.
135 – Your Target vomits sea water.
105 – A mop is violently ripped through the Aether and hist
you and your Target for 2d10 DMG each. 136 – Your gear is now water-proof!

106 – You gain a silly pirate hat. 137 – Your gear is now waterlogged…

107 – Your body is now covered in barnacles. +1 AC! 138 – Your Target gains a dolphin mount.

108 – Your target is now covered in barnacles. +1 AC… 139 – You gain a dolphin mount.

109 – All ground in a 30ft radius is covered in barnacles, 140 – You gain a historically accurate, weathered pirate hat.
becoming difficult terrain. 141 – A water elemental is ripped through the Aether and
110 – You gain a plank of wood. appears beside you. Flip a coin to see if its friendly.

111 – Somewhere, someone is now missing a hook because of 142 – Your Target is now drenched in water.
you. Gain a pirate hook! 143 – You can speak with fish for the next week!
112 – Your Target feels like they’re drowning for 1 minute. 144 – You can speak to fish, but you can’t understand what
113 – You feel like you’re drowning until your next Turn. they say back… yet.

114 – A puddle appears beneath you and your Taget. 145 – You can understand what fish say, but you can’t speak
back… yet.
115 – You lose the ability to swim for a week.
146 – A ship canon is ripped from the Aether and appears
116 – Your Target loses the ability to swim for a week. beside you. It’s loaded…
117 – You gain the ability to swim, if you couldn’t already. If 147 – A giant violent horseshoe crab bursts into the field and
you could, you gain an extra set of gills! gains an immediate action. Afterwards everyone rerolls
118 – Your Target throws a salty insult on you, causing minor initiative with the crab included.
emotional DMG and granting you an Attack of 148 – Your target gains a blunderbuss that shoots crabs.
Oppurtunity against the Target.
149 – A tidal wave hits you and your target moving you 20’ -
119 – Your pockets are filled with shrimp. Roll a d4 to determine direction.
120 – Your Target is a porportionally sized lobster for the 150 – You now need goggles to swim underwater.
next 3 Turns.
151 – You gain a brief but vivid flashback of a fishing trip you
121 – One of your arms is replaced with a crab arm. had with someone you cherish. +2 on your next Roll!
122 – One of your ally’s arms is replaced with a tentacle arm. 152 – A digny is ripped from the Aether and appears by you.
123 – You gain an additional tentacle arm. Flip a coin to see if it’s below you or above you.
124 – You can drink salt water as if it were fresh water. 153 – A digny is ripped from the Aether and appears by your
Target. Flip a coin to see if it’s below or above them.
125 – You can breathe under water for the next week.
154 – A portal to a realm of pure water opens beside you. For
126 – You can only breathe under water for the next 24 hours. the next 3 turns it spills copious amounts of water onto
Gain a fishbowl helmet full of water, if no large body of the field.
water is nearby.
155 – Your shoes are full of sand. Half movement speed.
127 – Your Target is covered in warm butter.
156 – Your Target’s shoes are full of sand. Half movement
128 – Your target’s weapon becomes a fish for the next hour. speed. If your target does not have shoes they gain
[Weapon stats are not retained.] shoes… which are full of sand. Place wherever works.
129 – Your weapon becomes a fish permanently. [Weapon 157 – You sink your Target’s battleship. If they have no
stats are retained.] battleship, you hear distant canon fire and they take 2d10
130 – Your target’s pockets are full of heavy sea shells, DMG from a rogue canon ball.
halving their movement until they remove them. 158 – All books and scrolls on the field are now soaked in
131 – Your gear is now water proof. water and must be dried to be read.
PG. 5
159 – You gain a fin for 48 hours. 188 – You gain a surfboard which you can inexplicably ride on
160 – You gain a fin permanently. for the rest of the encounter. It provides +10 Speed.

161 – You have shark teeth. They fall out as fast as they grow. 189 – You gain the deed to a mysterious light house.

162 – Your target now has shark teeth. +2d4 DMG to any of 190 – FOG HORNS.
their bites! 191 – You become incredibly superstitious about 3 things.
163 – A coconut crab with a blunderbuss is ripped from the [Choose one of their superstitions that’s 100% true.]
Aether and appears beside you. It craves violence. 192 – You gain an indestructible oar.
164 – Your target’s mouth is full of crabs. They take 2d4 193 – Flip a coin to see if you or your Target’s bottom half is
DMG each turn they don’t spit them out. now that of a fish.
165 – Your armor is full of crabs. Take 2d4 DMG each turn 194 – Flip a coin to see if you or your Target’s top half is now
you don’t take off the armor or remove the crabs. that of a fish.
166 – You smell like fish. -1 CHA? 195 – An accountant is bursts onto the field to inform you that
167 – You gain a bag of shrimp chips. you’ve gained an old pirate captain’s ship… and inherited
their debts.
168 – You and your Target get sand in uncomfortable places.
196 – You gain a line of infinite fishing wire.
169 – The field becomes slippery for the next minute. Saves
must be made to not trip. 197 – You and your Target now share a chain looped through
an anchor between the two of you.
170 – The field now has 6” of water covering it.
198 – You gain a perfect mental map of everything within 3
171 – The severed tentacle of a juvenile kraken is ripped miles of your current position. Take 5 DMG.
through the Aether and slaps your Target for 2d10 DMG.
199 – A dead kraken is ripped through the Aether and
172 – The severed tentacle of a juvenile kraken is ripped dropped on your target dealing 5d20 DMG.
through the Aether and slaps you for 2d10 DMG.
173 – Someone, somewhere, is now having to plug their ship
because of you.
174 – You are now standing in a bucket of water.
175 – Your Target is now standing in a bucket of water.
176 – A barnacle covered chest appears on the field… [It holds
100 Gold!]
177 – A barnacle covered chest appears on the field… [It
holds 100 clams!]
178 – A barnacle covered chest appears on the field… [It is
cursed and will apply a Random Curse (pg. 21) to whoever
opens it!]
179 – You gain a large water bag filled with piranhas.
180 – Flip a coin to see if you or your Target is now covered
in leeches. The leeches make you immune to poison but
cause 1 DMG each Turn they aren’t removed.
181 – You gain a jar of leeches.
182 – You gain a fully cooked lobster.
183 – A talking parrot is ripped from the Aether and appears
on your shoulder. It’s friendly but will encourage greed.
184 – A well of fresh water appears on the field.
185 – A giant pearl is ripped from the Aether and hits you and
your Target for 2d10 DMG.
186 – It’s snowing roe!
187 – You and your Target learn the accordian.

PG. 6
200s - Shocking Luck
200 – Any time your hands touch metal you get shocked 227 – An aggressive mechanized wolf is ripped from the
for 2d4 DMG. [This effect will wear off in 48 hours.] Aether an appears between you and your target.
201 – You learn the Cantrip “Jolt of Life” and can stabilize 228 – Your movements are now lightning fast, and you’re
the dying simply by touching them. first in all initiatives for the next 24 hours.
202 – You gain the Cantrip “Jolt of Death” and can zap 229 – You or your Target’s moves are slowed by an
someone for 4d4 DMG simply by touching them. enchanted frost, putting you at the bottom of all
initiatives for the next week. Flip a coin to see who.
203 – Any time your Target’s hands touch metal they are
shocked for 2d10 DMG for the next hour. 230 – You can always predict tomorrow’s weather.
204 – Your mouth is filled with really sour candy. 231 – Once a day, change the weather as you desire.
205 – All metal in a 30’ Radius is electrically charged until 232 – The weather now changes with your mood.
your next turn. 233 – The weather turns dark and stormy.
206 – A mighty wind blows through the field, pushing 234 – The weather turns bright and clear.
your Target 15’ closer to you. If you two connect, you
both topple to the ground. 235 – A blizzard covers the field for 24 hours.
207 – You learn Python. 236 – You feel intensely cold and only hot milk can warm
you up for the next week.
208 – You reveal a shocking secret to everyone.
237 – Your Target feels intensely cold and only your body
209 – Your target reveals a shocking secret to everyone. heat can warm them up for the next 48 hours.
210 – A random party member reveals a shocking secret 238 – Sparks fly from your hands and eyes… doing
to everyone. nothing at all.
211 – You feel a jolt of energy and no longer need to sleep 239 – Sparks fly from your hands… Doing seemingly
for the next week to gain the benefits of resting. nothing. [The next person the Caster touches will
212 – You feel a jolt of energy and can no longer sleep, take 2d20 DMG as the electrical charge passes.]
making each Long Rest a Short rest. 240 – Your target gains shock immunity for 24 hours.
213 – You feel a jolt of energy… followed by an immediate 241 – You gain shock immunity for 24 hours.
crash. Pass out for one turn and gain all the benefits
of a Long Rest on awakening. 242 – You gain a quantum battery of holding that holds
within it infinite energy!
214 – Your movement speed is doubled for the next hour.
243 – You are a super-conductor, by touching wires you
215 – Your Target’s movement speed is doubled for the can give energy to any machine!
next hour.
244 – You are a super conductor and can masterfully
216 – Your movement speed is increased by a factor of 10 conduct trains and orchestras!
for 30 minutes. You must perform checks not to hit
walls or trip on objects in front of you. 245 – Your pouch is filled with sparklers.
217 – Your Target moves like lightning giving them an 246 – Your pouch is filled with lit sparklers.
extra action on their next turn. 247 – Your Target’s pouch is filled with lit sparklers.
218 – You and your Target can move freely around the 248 – You gain a cloud mount.
entire field with no restrictions for 10 minutes.
249 – Your Target gains a cloud mount.
219 – Your target’s weapon is now electrically charged.
250 – Shockingly, nothing happens. [Anyone who
220 – Your weapon is now electrically charged. expresses relief is hit by lightning for 2d10 DMG.]
221 – Your weapon now has a gun built into it. If it was 251 – You learn to pilot almost any machine.
already a gun, build in another gun.
252 – You are engulfed in a snow man of you.
222 – The field is covered in snow.
253 – Your Target is engulfed in a snow man of them.
223 – Your target is frozen in ice, perfectly preserved and
protected until they break free or the ice thaws. 254 – You gain a snow fort that gain withstand 10 DMG.

224 – The field is covered in black ice until your next 255 – You static shock yourself on your own clothes and
turn. All units who move must perform a save or fall. take 1 DMG.

225 – You gain a bottle of lightning. 256 – You gain a hand buzzer.

226 – You gain a bottle of lightening. 257 – Your weapon is coated in solid ice permanently.

PG. 7
258 – Your armor is coated in solid ice permanently. 283 – You must stop looking at electronic screens for the
rest of the session (with obvious exceptions
259 – Your Target’s weapon now freezes anything it kills,
applying). If your character sheet is on an electronic
perpetually capturing them as an ice statue in the
device you can attempt to BS what your stats are.
moment of death.
284 – Your Target loses all electric related power.
260 – ??? [Anyone on the field who swears (either by
cursing or in swearing an oath) is shocked by 285 – You plug in something on the field.
lightning for 3d4 DMG.] 286 – You gain the ability to rhyme anything, any time.
261 – Your pockets are full of electric eels. 287 – Everything is neon for 30 minutes.
262 – Your target’s pockets are full of electric eels. 288 – You learn how to do sick skateboarding tricks.
263 – Your tongue feels numb. [DMG passes harmlessly You’ll need to make your own board though.
through the Caster on the next Attack.} 289 – You chew a lot of gum now. Gain an infinite packet
264 – You gain 3d10 Energy Drinks. of minty chewing gum.
265 – You gain 4d20 Energy Drinks… And a crippling 290 – Your Target gains access to a massive manned
dependence on caffeine. battle station that orbits the moon. Its weapons can
flatten cities in minutes.
266 – All of the potions in a 3 mile radius are now also
caffeinated and fizzy. 291 – All food in a 50’ Radius is replaced with raw sugar.
267 – You and your Target gain insomnia. 292 – You do a zip-zap and get the zip-zap powers. [IDK
give them a spell or something.]
268 – You explode with energy dealing an additional d20
DMG to your Target… and then fall right to sleep. 293 – ??? [Caster will always rolls snake eyes when
rolling 2d6]
269 – Your Target gains a jar of healing nanites. They
heed the call of whoever holds the jar. 294 – Your Target has electric blood which can be studied
for its magical properties.
270 – Your Target is now a mechanized version of
whatever they were. [Their brain is still organic.] 295 – The rest of the encounter is played in a Sci-Fi
setting before reverting back. [Never let any NPC
271 – You gain a car. Good luck finding gas.
acknowledge that this happened.]
272 – A lightning sprite is ripped from the Aether and
296 – Your sense of fashion skyrockets, and everyone
leaps onto your shoulder, wishing to be your friend.
notices. Gain +1 CHA.
273 – A lighting sprite is ripped from the Aether and
297 – Everyone on the field gets a laser sword. These
decides to cause you minor trouble until you return it
swords will run out of energy after 3 Turns.
to its elemental plane.
274 – You can levitate 2d4 inches above the ground! 298 – You gain a perfect understanding of local physics.
Gain +1 INT!
[Does not work over water.]
299 – Your target is hit by lighting taking 2d20 DMG.
275 – Your Target gains a lamp that never goes out.
Another lightning bolt hits the same spot dealing
276 – You gain a lamp… If it ever goes out, something another 3d20 DMG.
horrible will happen.
277 – The power goes out. [Turn off all actual IRL lights
and use flashlight to play the game for 6 Turns.]
278 – A party member on the field gain advantage for the
next 3 turns! [If the party member asks for an
explanation they are hit by lighting and are now
rolling with disadvantage for their next 3 turns.]
279 – Somehow, somewhere a mechanic has died leaving
a grieving family. It’s technically your fault, but
you’ve also gained their mechanical knowledge!
280 – Gain a mechanical duplicate of yourself. It sucks at
fighting.
281 – Gain a mechanical familiar.
282 – Zesty Fiesta.

PG. 8
300s - Pyromania
300 – You catch fire and take 2d10 DMG. 329 – You create an illusionary fire that covers the field.
301 – Your Target catches fire and takes 2d10 DMG. 330 – A Fire Elemental is ripped through the Aether and
appears beside you. Flip a coin to see if it’s friendly.
302 – Everything in a 30’ radius (including you and any
flammable objects) catches fire and takes 2d10 DMG. 331 – Gain the deed to a cursed Sulfurous Spring.
303 – You have a spicy fart. Flip a coin to see if you shart. 332 – Your Target casts Fireball for free.
304 – A large barrel of oil is ripped from the Aether and 333 – You cast Fireball for free.
appears beside you. 334 – You gain a Scroll of Fireball with 3 uses… It is
305 – A large barrel of oil is ripped from the Aether and currently on fire.
appears beside you. It then catches fire. 335 – You learn Fireball! To use it you must first tap 1 Red
306 – Add d100 Torches to your inventory. Mana. Any additional Mana you tap (X) deals X DMG
divided evenly, rounded down, among any number of
307 – Your weapon or fists are imbued with flame for the
target creatures and/or players. Fireball costs 1 more
next 3 Turns.
Mana to cast for each target beyond the first.
308 – Your Target’s pants catches fire. If they do not have
pants they gain pants which then catch fire. They take 336 – The floor is lava! Any objects taller than 4” are
unaffected. Lava lasts until the end of the encounter.
1d4 Fire DMG per turn the pants aren’t removed.
337 – Gain the deed to a mountain.
309 – Your pants catch fire. Remove them now or take
3d4 Fire DMG. 338 – The sun gets especially hot for a minute, dealing
1d4 DMG to units not in shade. Crops are affected.
310 – Any maps in a 1 mile radius catch fire.
339 – You gain demon horns.
311 – Somewhere, something important definitely just
caught on fire. 340 – You gain a demon tail.
312 – The nearest settlement has a cataclysmic 341 – Your Target gains a demon pet.
conflagration, destroying many buildings and causing 342 – Your target is covered in flammable oil.
d100 casualties.
343 – You are covered in flammable oil.
313 – All the food in your inventory catches fire.
344 – All books and scrolls in a 15’ radius catch fire.
314 – All liquids in your inventory become oil. They will turn to ash on the Caster’s next turn.
315 – Your Target can now breathe fire. 345 – You roast your Target, proverbially speaking,
316 – You can now breathe fire. causing emotional DMG.
317 – A random party member uncontrollably lets out a 346 – You roast your target, literally, dealing 2d10 DMG.
breath of fire causing 2d10 DMG to the nearest unit. If they die they become instantly edible!
318 – You get a rash on your thighs… It burns and breaks 347 – The field is filled with a meaty smelling smoke,
any concentration until you get some cream on it. obscuring vision somewhat and stimulating hunger.
319 – You are now immune to spicy foods. 348 – You are consumed with Pyromania! If you don’t set
something on fire in the next 2 Turns, take 30 DMG.
320 – Your Target’s hair catches fire, dealing DMG
proportional to how much hair they have. 349 – Every visible object on the field that is on fire or
holds fire has their fire extinguished. [Every other
321 – Your target turns into a giant laser shooting
visible object catches on fire next Turn.]
butterfly for 2d4 Turns.
350 – Your footsteps spark fire for the next 48 hours.
322 – Any wood in a 50’ radius catches fire.
Better not step on something flammable!
323 – Any still bodies and skeletons in a 50’ radius catch
351 – 3 Molotov Cocktails appear in your inventory. Flip
fire and will soon burn to ash.
a coin to see if they’re lit!
324 – Your heart is burning! Add +5 to your next Roll!
352 – The war in hell briefly spills onto the field. A demon
325 – Your heart is burning! Probably due to acid reflux. leaves behind an axe of incredible power between you
326 – You’re on fire! Take an extra action! [After the extra and your Target.
action they realize they’re actually on fire and take 2d4 353 – A devil freezes time to offer you a lucrative
DGM to put it out.] contract. Flip a coin to see if you must agree.
327 – Your Target gains fire wings. 354 – You get really hot. +1 CHA!
328 – You gain fire wings. 355 – YOU LIT THE BONFIRE
PG. 9
356 – Your Target becomes exactly your type. Roll 383 – You smell like burning flesh.
Disadvantage when attacking them. 384 – Your Target’s hands are burned causing them to
357 – You come up with a hot fire beat, one that nearly drop everything they’re holding.
anyone would agree is absolutely superb! 385 – You and your Target get soap in your eyes, causing
358 – You are completely hidden in a hay bail that a burning sensation and blindness for 1d4 Turns.
appears on the field. The hay bail is on fire. 386 – You instantly have read any book you encounter as
359 – All liquid outside of sentient creatures within a 30’ long as the cover is red.
radius evaporates. [Includes plants.] 387 – Disco Inferno.
360 – You gain a bottle of fire extinguishing fluid. 388 – You can now blow blinding smoke after you eat
361 – Your target has a fiery bowl movement and loses meat. The smoke sits in a 10’x10’ square.
their next turn. 389 – Your Target can shoot lasers from their eyes.
362 – Your Target is now in a comically large cauldron full 390 – All liquids in you and your Target’s inventory turn
of boiling water. They take 2d10 DMG each turn they to a spicy and potent whiskey.
start in the cauldron.
391 – Something smells like burnt toast and you briefly
363 – You gain an uncomfortably warm sweater and are worry you’re having a stroke. You then remember that
now wearing it. there’s no evidence suggesting that phantosmia is a
364 – You can make any food spicy by blowing on it. sign of a stroke. You and your Target then pass out
from the knock-out gas that got through the Aether.
365 – All food tastes spicy to you now..
392 – You are destined to burn the next meal you cook.
366 – You gain 10 Ghost Peppers.
393 – A highly aggressive juvenille sand-worm is ripped
367 – You gain sunburns for the next week.
through the Aether. Flip a coin to see if it’s underneath
368 – Both you or your Target now experience a burning you or your Target.
sensation when you pee.
394 – Gain a jar of highly aggressive Fire Ants.
369 – Your Target gains a lute that shoots fire.
395 – Fire Ants in your Pants.
370 – You gain a smoking habit!
396 – A well of crude oil appears on the field.
371 – Your Target is now all red.
397 – Both you and your target have your pockets filled
372 – Your Target’s armor fills with hot coals and deals with gun powder.
2d4 DMG per turn until removed.
398 – Your target is convinced they are on fire and that
373 – Your armor is now super heated. Take it all off or you are the cause. [They actually are on fire. The
suffer 2d10 DMG. flames are invisible.]
374 – You gain a single hard boiled egg. 399 – Your Target takes d100 DMG. Then catches fire.
375 – Solar flare! [AHHHHHHHHHHH]
376 – You and your Target gain a hell-beast mount.
377 – A rage burns inside you, setting all your hair on fire
and giving you +4 on all your rolls for the rest of the
encounter!
378 – You are immune to fire for the rest of the encounter.
379 – Your Target is immune to fire for the rest of the
encounter.
380 – All parties involved now find themselves sitting
around a campfire in the middle of the field, toasting
marshmallows.
381 – A random party member gains an eternally hot
coal… In their hands… It’s hot.
382 – Your weapon is primed to blow. You can either
throw it at your Target dealing 100 DMG (but
destroying the weapon) or defuse it.

PG. 10
400s - Arcane Gamble
400 – You or your Target’s bo�om half t�r�s to stone. Flip a coin to see who. 436 – A por�al to the nearest �iendly town opens beside you.
401 – You or your Target’s body (ex�ecting your head) is t�r�ed to stone. Flip a 437 – A por�al to your childhood home opens beside you.
coin to see who. 438 – A por�al to the cr�el vacuum of space opens beside you.
402 – You don’t understand younger people any�ore. 439 – Your Target gains a big pur�le point� hat. It confers +1 WIS and +1 INT.
403 – You literally are unable to understand what people younger than you are 440 – Customize you and your Target’s eyes!
saying, unless they write it down.
441 – You or your Target are invincible until the end of your nex� t�r�. Flip a coin
404 – Ever��hing your Target touches t�r�s to fool’s gold. to see who.
405 – ??? [The nex� book the Caster reads will come to life as a telepathic being.] 442 – You or your Target deal double DMG on your nex� t�r�. Flip a coin to see who.
406 – Your pouch is f�ll of wands, three of them g�ants a wild effect, the rest are 443 – You or your Target get an immediate �ee Tur�. Flip a coin to see who.
devoid of magic. A check can be made to sor� the wands.
444 – Your most read book in your possession gains sentience and telepathy. If it
407 – Your firstbor� is or will be kidnapped by a witch and kept in her care until is a magical tome, it can cast some magic.
you �ee them.
445 – You gain a big blue point� hat in your inventor�. [It applies a random Curse
408 – You can now cast spells without components as long as you use jazz hands. to the first 3 people to wear it.]
409 – Your target now shoots magic missiles whenever they yell. 446 – You t�ansfor� into a mimic chest for the nex� 24 hours.
410 – All your magic shoots out �om your eyes now. 447 – All your coins now talk.
411 – You gain a flying broom mount. 448 – All your ar�or and equipment is telepor�ed to a chest that appears beside
412 – Your target gains a flying broom mount. your Target. The chest is thankf�lly unlocked.
413 – A flying broom is ripped �om the Aether and hits you and your target for 449 – All your Target’s ar�or and equipment is telepor�ed to a chest that appears
2d4 DMG. It can only be communicated with when touching it. beside you. Its locked and they have the key
414 – A sentient mop with ar�s is ripped �om the Aer�her and appears beside 450 – Sur�rise Bir�hday Par��!
you. It can only follow the first command you give it. 451 – All your copper is t�ansfor�ed to gold!
415 – Flip a coin ever� time you encounter something sentient. If you win, you 452 – All your gold is t�ansfor�ed to… copper…
lear� its t��e name.
453 – All your coins now have a distinctive rainbow coloration. This potentially
416 – You gain cursor� knowledge of all monsters. Take 2d4 DMG. could increase their value, or devalue them entirely.
417 – Yelling the name of the spell you cast now g�ants that spell Advantage. 454 – Your Target’s boots t�r� to solid gold. If they did not have boots they now
418 – Your pouch is filled with pepper�int candy. gain solid gold boots.
419 – Your pouch is filled with pepper�int candy. [It’s poisonous.] 455 – A murky darkness appears above your head. You may ask it one question.
420 – You and your Target’s mouth are filled with both sugar and spice. [You can only answer with Magic Eight Ball responses; ex “It is cer�ain”,
“Outlook not so good”, or “Ask again later.”]
421 – You and your Target g�own an out�ageously long g�ay beard.
456 – The Aether reveals one detail about your f�t�re. [Should this not come to
422 – You gain a Green Potion! [Grants a Wild Magic Roll.] pass, something cataclysmic will happen as the Aether a�empts to adjust.]
423 – You gain a Blue Potion! [Inflicts a Random Curse (pg. 21) on Drinker.] 457 – You and your Target switch noses for the nex� hour.
424 – You gain a Red Potion! [ Cures all wounds and Curses.] 458 – You and your Target switch ar�s and hands for the nex� hour. This
425 – You gain a Grey Potion! [Reduces HP to 1.] includes whatever you were holding.
426 – You gain a Yellow Potion! [Resur�ects a cor�se, or gives you the r�ns.] 459 – You and your Target switch legs for the nex� hour.
427 – You gain a Clear Potion! [It’s just water.] 460 – You and your Target switch voices for the nex� 24 hours.
428 – You alter your fate, changing one physical a��ibute about you. 461 – Perfor� the action that caused the Wild Magic again at no cost. If it kills
your Target you can also perfor� the Wild Magic again.
429 – Your Target doesn’t believe you are real.
462 – A church bell imp is ripped through the Aether and onto the field. He’s
430 – You don’t believe your Target is real. playing the 1812 Over��re perfectly with just a church bell. But also holy shit
431 – Your Target no longer believes magic is real or can har� them. it’s really loud.
432 – You no longer believe magic is real or can har� you for the nex� 48 hours. 463 – All books on the field become sentient, g�ow teeth and are ravenous. They
are nex� in initiative queue. [This effect ends in 30 minutes.]
433 – For the nex� t�r�, no one on the field believes magic is real or can har� them.
464 – Right here, right now you can choose to telepor� any�here through the
434 – For the nex� t�r�, magic is not real and cannot har� anyone.
Aether. [When a location is chosen, flip a coin to see if they hit something.]
435 – The nearest building is t�r�ed into a ginger bread candy house.
PG. 11
465 – Your Target gains the abilit� to telepor� any�here on the field instead of 497 – You were into this Wild Magic Table before it was cool. Cast any Spell below
moving. [This is caused by a magical gland they just g�ew.] 9th level for �ee and instantly. Thanks for your suppor�!
466 – You gain a plag�e doctor’s f�ll a�ire. 498 – Cast a spell that you totally just made up and doesn’t completely alter
467 – You and your Target swap all hair. realit�. (ex: You can’t cast Legally Distinct Wish.) [This Spell is lear�ed by the
Target immediately.]
468 – You and your Target switch bodies for 1 Tur� each.
499 – A mountain of magical tex�s drops on your target dealing 5d100 DMG.
469 – A random Par�� Member is now tagged as “It”. [Refer to Tag r�les when Only d6 of the tomes are act�ally usef�l.
deter�ining how Players can remove the “It” Stat�s Effect.]
470 – You are now covered in leeches. [They heal the Caster 2d4 DMG for the nex�
3 t�r�s or until they die or are removed.]
471 – Disco Ball lighting.
472 – You’ve gained an addiction to phonics.
473 – You immediately become elderly, but will never age again.
474 – Your Target immediately becomes elderly, but will never age again.
475 – You and your Target’s most power possessions are telepor�ed into a chest
bet�een the t�o of you. [Whoever opens the chest gains a Random Curse
(pg. 21) but also gets to claim both items.]
476 – You gain a massive talking boil on your cheek. +1 WIS!
477 – Sentient Hand.
478 – Your hand has a mouth that can consume the power of evil spirits.
479 – You’re a wizard now.
480 – You decide it’s time to retire.
481 – You Target decides it’s time to retire.
482 – A mascot g�ants you the power to be a magical girl.
483 – You gain the most valuable tome of knowledge that will ever be known… It’s
empt� as it hasn’t been wri�en yet.
484 – An angelic envoy is ripped through the Aether and appears beside your
Target. Flip a coin to see who will hear its message. [Hearing the message
deals 2d10 DMG, but also gains the favor of the angel.]
485 – You are marked for death as par� of the rit�al end of your realm.
486 – Your Target is marked for death as par� of the rit�al end of their realm.
487 – You gain a set of 10 magical unbreakable nails.
488 – An Oppor��nit�.
489 – You gain magical ta�oos that channel arcane power. +2 WIS!
s
490 – Your Target gains magical ta�oos that channel arcane power. +2 WIS!
l eave
tea ats ngeon
491 – You gain a jar of healing leeches.
rd er the r du e
- o tch t he
som
492 – You are briefly brought to a blue velvet room and must draw a tarot card. a in of
- c lect on
This card ex�resses a par� of your t��e self which you can unleash as an ef oti ’s
a�ack once you have f�lly come to ter�s with it. - r w a p william
e
- br pose of sing p
s is
493 – You reshuffle your deck and may look at your top 3 cards. Gain advantage - di d a m wn
for the nex� 3 rolls. en o
- s the t
494 – You mill your opponent and deal 3d10 DMG. t o

495 – You untap all lands and gain an ex��a t�r�.


496 – Your Target monolog�es about their entire master plan, giving away at
least one secret. They also gain advantage on their nex� 3 rolls.

PG. 12
500s - Umbral Role
500 – Your Target is invisible forever now. 527 – A talking crow is ripped through the Aether and
501 – You can’t see for the next 24 hours. pissed at you for bringing it here. It attempts to peck
out your eyes.
502 – You are now colorblind.
528 – You permanently look and sound sleepy.
503 – Your Target can’t see for the next hour.
529 – You gain chocolate so dark, it absorbs all light
504 – All light sources within a mile go out. within 10’ of it.
505 – Your Target falls asleep. 530 – Your Target can’t speak or make noise for 2 hours.
506 – Everyone on the field (except you and your 531 – You can now only speak to your Party Members.
Target) fall asleep for one turn.
532 – You gain a mysterious but alluring aroma.
507 – Someone, somewhere misses work because of
you. And that’s very bad. 533 – Your Target gains chronic and acute depression.
508 – The goes out for 10 minutes causing frost and 534 – You are afflicted by kleptomania for 24 hours.
darkness across the planet. 535 – No one trusts your Target for the next 24 hours.
509 – You move silently for the next 24 hours. 536 – You can only tell lies for the next hour.
510 – You can see through all darkness, magical and 537 – Your Target can only tell lies for the next hour.
non-magical, for the next 24 hours. 538 – You are seriously afraid of the dark.
511 – You can see through all darkness, magical and 539 – Your Target is seriously afraid of the dark.
non-magical. Light really hurts your eyes though.
540 – A bat appears in your mouth.
512 – All your clothes are died black.
541 – A bat is ripped from the Aether and hits your
513 – All clothes on the field are died black. target for 2d4 DMG. Flip a coin to see if the bat
514 – You gain a bleak outlook on life and enjoy survives the impact.
listening to sad music much more than you used to. 542 – Your pockets are full of melted dark chocolate.
515 – You fall into a deep sleep, only magic or true 543 – You are completely hidden in a hay bail that
love’s kiss can wake you now… appears on the field.
516 – The ground on the field becomes an inky black 544 – You are completely hidden sitting on a bench that
goo and is now difficult terrain. appears on the field.
517 – Your pockets overflow with caltrops. 545 – You can detect magic via sent for the next week.
518 – A mysterious sniper takes a shot at your target 546 – You vomit out a smoke bomb that goes off.
from the shadows dealing 2d10 DMG.
547 – Your target vomits out inky black goo. It’s alive?
519 – A mysterious sniper takes a shot at you from the
shadows dealing 2d10 DMG. 548 – You expertly dodge roll out of the way of the next
Attack that targets you.
520 – You teleport to any shadow you can see.
549 – You gain a cloak and a dagger. Neither are
521 – A thick fog fills the air. remakble in any particular way.
522 – A thick fog fills the air… You realize it’s actually 550 – Your target gains a blindfold… on them.
hot steam and everyone is a bit wet now.
551 – A comcially large bomb is ripped from the Aether
523 – You gain a bottle of foggy weather. an appears between you and your Target. It will
524 – You summon a shadow clone of yourself beside detonate at the end of your next Turn. [It deals 3d20
you, it will obey your every command but cannot DMG to any units adjacent to it and is 3’ wide.]
fight. It will dissipate when exposed to sunlight. 552 – Your amror fills with crow feathers.
525 – Your Target’s shadow leaps into the fight to aid 553 – Your Target grows crow feathers all over.
them. [Sunlight or the Target’s death are the only
things capable of harming it.] 554 – You eyes are now cat eyes. If you already had cat
eyes, your eyes are now dog eyes.
526 – A talking crow companion is ripped from the
Aether and appears on your shoulder. 555 – The time of day is shifted to midnight.

PG. 13
556 – You can perfectly throw your voice up to 50’ for 580 – The Target relives the worst memory of their life
the next 24 hours. in vivid detail. Everyone on the field sees and
557 – You can’t stop recommending this one band you experiences it.
really like to your Target. 581 – All of your Target’s wealth in solid assets are
558 – Your Target turns into a fine Gothic painting. [If transferred to your pouch. [This will likely weigh the
they were near death they remain like this. If not Caster down severely and potentially cause DMG.]
they burst through the painting to attack anyone 582 – All of your Target’s wealth in liquid assets are now
who tries to touch it.] legally transferred into your possession. [The Caster
559 – You gain a locket with a sand dial on it. [It counts will have to pay taxes where applicable.]
down the time until the Caster’s natural death.] 583 – Neither you nor your Target can ever see each
560 – You gain a locket with a skull on it. [It will curse other again. You’re totally invisible to one another.
whoever opens it.] 584 – A miniature black hole opens on the field for 5
561 – You Target gains a locket with tear drop on it. [It seconds. Everyone must perform a check not to get
will scream loudly whenever opened.] sucked into oblivion.
562 – You and your Target get your nails painted black. 585 – A 50’ pit opens beneath your Target’s feet.
563 – The field is now lit with moody candle-light. 586 – A 50’ pit opens beneath your feet.
564 – You are now inside an elaborate blanket fort that 587 – You fail all stealth checks for the next 24 hours
lets in no light. The fort has 5 HP. because your dice rolling is too loud.
565 – You no longer feel comfortable holding eye 588 – Your Target’s allies betray them.
contact with other people. 589 – You think now would be the best time to betray
566 – The sky outside is covered with thick black cloud. your allies, and get a Natural 20 on your first act of
It blocks all light for 48 hours. betrayal should you choose to do it.
567 – A portal to a realm of pure pitch blackness opens 590 – You go prone and can’t stand up (for fear of being
beside you for the next 3 Turns. spotted) for 2 hours.
568 – You and your Target gain an unreasonably good 591 – Your Target crouches and becomes invisible, they
romantic and physical chemistry. are now aware they have this power.
569 – You sleep soundly. You now gain the benefits of a 592 – You can speak with most rodents.
long rest from a short rest… and can never be woken 593 – You gain a small group of loyal rats who are also
up until you’d normally wake up. professional thieves.
570 – You gain a warm blanket. As a free action you can 594 – You gain a small group of loyal rats who are also
also give your Target a warm blanket. professional chefs.
571 – You consider the merits of pacifism. 595 – Whenever you fail a stealth roll, flip a coin. If you
572 – You can only whisper for the next 24 hours. win there were also rats running by you which
distract whoever you were sneaking next to.
573 – Your Target can only speak in a whisper.
596 – Only your allies can recognize your face.
574 – Your whispers are now silent to all but your allies.
597 – A murder of crows are ripped through the Aether
575 – Your target is covered in pitch. and appear beside your Target. They now head your
576 – You and your party are covered in pitch. Target’s every word.
577 – Your Target loses the will to fight until it is 598 – You gain a Cardboard Box that gives you a +5 to all
attacked or sufficiently provoked. Stealth Rolls while you’re inside it.
578 – The Target’s purse is cut and money spills out 599 – Your Target is stabbed in the back by 5 different
onto the field. assassins at once. The Target takes 5d20 DMG before
the assassins retreat.
579 – A random party member relives the worst
memory of their life in vivid detail. Everyone on the
field sees and experiences it.

PG. 14
600s - Verdant Eruption
600 – Any Undead with less than 20 health on the field are 625 – Your Target’s blood turns into a fast-acting poison.
resurrected as their original living selves. Ironically they’ll likely die due to lack of oxygen from the
blood loss, not the poison. If they have no blood, they are
601 – Your Target is covered in vines and cannot move.
now coated in a fast-acting poison. Best not to touch it.
602 – Your Target is covered in poison ivy and cannot move.
626 – A gorilla is ripped through the Aether and appears
[The rash lasts for 3 days.]
beside you. Flip a coin to see if it’s friendly.
603 – You are covered in poison ivy and cannot move. [The
627 – You gain Rancor giving you +2/+0 and Trample for 3
rash lasts for 3 days.]
Turns. [Trample means any extra DMG you do to a
604 – Your Target turns into a mighty and proud tree. Target after their demise now hits the nearest Target.]
605 – A tree is ripped through the Aether and appears in 628 – Turn into whichever bug you want for the next 2 turns.
front of you. The tree is 40’ tall and 5’ wide. Max bug size is 10’ by 10’. Water-bears are allowed.
606 – Your hands are covered in tree sap, causing 629 – Transform into an elephant for 3 Turns.
Disadvantage on all Rolls for the next hour.
630 – You and your Target’s pockets are full of leaves.
607 – Your Target is covered in tree sap, causing them
631 – All your physical wounds heal. All your emotional
Disadvantage on all Rolls for the next hour.
wounds are then converted into d4 DMG.
608 – You smell like mint.
632 – All your Target’s wounds heal. If they are Undead they
609 – You smell like a durian. take DMG equal to what would’ve been healed.
610 – Your pouch is filled with assorted fresh fruits. 633 – You have 30 seconds to decide someone you’d like to
611 – Your pouch is filled with assorted rotting veggies. bring back from the dead. [Start counting down now.]

612 – Your pouch is filled with assorted gourds, slowing 634 – A soothing aria washes over you, healing 2d10 DMG.
your movement by 2. 635 – You and your Target inhale hallucinogenic spores and
613 – A gourd is ripped through the Aether and dropped on are tripping balls for 1d4 Turns.
your Target’s head, causing 2d4 DMG and obscuring 636 – Your Target becomes instantly sober. If they were not
their vision for 1 Turn. under the influence of anything before, they are now
614 – You and your Target’s weapons are covered in moss. incredibly drunk or tripping balls.

615 – You and your Target’s weapons are covered in a 637 – A cactus is now sticking you and your Target together.
deadly black mold. Causes 2d4 DMG when you pull off of or it’s pressed in.

616 – Your spit is now poisonous. 638 – You gain a small potted succulent. Gain +1 to any Rolls
to protect it.
617 – Your spit is now venomous.
639 – You can speak with plants for 24 hours.
618 – A 5’x5’ pit of acid appears behind your Target.
640 – A large legally distinct sentient cactus is ripped from
619 – You become completely hidden in a pile of leaves. Flip
the Aether and appears in front of you. Its goals an enigma.
a coin to see if a squirrel with rabies is in here with you.
641 – You can understand plants, but you can’t speak back
620 – All flora on the field becomes sentient and can speak
to them… yet.
telepathically for the next hour. The volume of their
voices is proportional to their size. 642 – You can speak to plants, but you can’t understand
what they say back… yet.
621 – You and your Target are covered in bees causing 2d4
DMG to each of you. 643 – Your mouth is full of eggs.

622 – The field is filled with bees causing 2d4 DMG to 644 – Your Target’s blood now glitters.
anyone who moves. The bees persist for until dealt with 645 – Your Target is pelted with eggs ripped from the Aether
or until 3 Turns have passed. dealing d12 DMG.
623 – You can now speak to rocks! You can’t understand 646 – The field is covered in egg shells.
them back though… yet.
647 – Your Target’s mouth is full of eggs.
624 – The rocks can speak to you! You can’t speak to them
648 – Your Target vomits out a flock of friendly doves.
back though… yet.
649 – Your Target becomes an ecoterrorist.
PG. 15
650 – Everything on the field is coated in glitter. 677 – You gain 5 years of hair growth everywhere.
651 – Your pockets are full of glitter. 678 – You transform into a bear for the next hour.
652 – Your Target is covered in glitter. It’ll be impossible to 679 – Somehow, somewhere a bear transforms into you for
get all of it out of their clothes. the next 24 hours. [There will likely be consequences…]
653 – An owl companion is ripped from the Aether and lands 680 – You transform into a poison dart frog for the next hour.
on your shoulder. It can share its vision to you. 681 – You turn into whatever creature your Target is for the
654 – A violent owl is ripped from the Aether and lands on you. next 24 hours. You now know its language.
655 – An Owlbear is ripped from the Aether and is dropped 682 – Your Target turns into whatever creature you are for
on your Target causing 3d4 DMG. the next 72 hours. It now knows your language.
656 – A group of lawyers storm the field and serve you a 683 – Your Maximum HP is increased by d20.
cease and desist order from “WotC”. They inform you 684 – Your Target’s Maximum HP is increased by 2d20
that no one (in or out of games) is allowed to say the
words “Beholder”, “Carrion Crawler”, “Displacer 685 – For the next 12 hours you can see exactly how many
Beast”, “Githyanki and Githzerai”, “Mind Flayer”, hit points your opponents have left.
“Umber Hulk”, “Slaad” and “Yuan-Ti”. Failure to 686 – You and your target have a long, but needed talk. Even
comply will result in lengthy legal proceedings. if you don’t see eye to eye, you get to know each other
657 – You and your Target gain a sinus infection. and yourselves better… at the cost of 2d4 DMG each.

658 – You lay an egg. What could be inside? 687 – A swarm of friendly bees are ripped from the Aether
to your side. They’ll follow your lead… mostly.
659 – Your Target lays an egg. What could be inside?
688 – There’s a frog friend who lives in your bag now.
660 – You and your Target are cured of all illnesses.
689 – D100 harmless snakes erupt from your hand.
661 – Your Target gains a highly contagious illness known as
Fairy Flu. It causes you to lie and sneeze a lot. 690 – You and your Targets’ body hair is replaced with leaves.

662 – Your Target vomits out a rainbow. This heals any unit 691 – Your Target finds themselves on top of a hungry raptor.
in front of it 2d4 DMG. 692 – You find yourself on top of a very hungry raptor.
663 – Your pockets and bag radiate with a bright rainbow 693 – Your Target is covered in flowers.
energy whenever you open them.
694 – You and your Target’s mouths are filled with flower
664 – You learn a new instrument! petals or every shape and color.
665 – A group of fairies are ripped from the Aether and help 695 – You gain bee wings for an hour and can fly.
you fly for the rest of combat.
696 – Your Target gains permanent bee wings and can fly.
666 – A group of fairies are ripped from the Aether and will
697 – Your Target is the size of a mouse but gains double HP
continue to play pranks on you until they’re dealt with.
and double DMG until the end of your next turn.
667 – You owe a debt to a fairy queen.
698 – A tree falls in the woods and somehow hits your
668 – You gain a fairy companion who explains the obvious. Target for 2d10 DMG. It does not make a sound.
669 – You take up yoga and gain +1 Speed. 699 – Your target is assailed by rabid squirrels that storm
670 – You and your Target get very hot and bothered. the field, causing 5d20 DMG.

671 – No matter how much either of you bathe, you and your
Target always smell like a mix of your body odors.
672 – A fairy is ripped from the Aether and gives a Random
Curse (pg. 21) to both you and your Target.
673 – You and your Target are now allergic to each other.
674 – Your target is afflicted by terrible allergies for 24 hours.
675 – You are afflicted with terrible allergies for 24 hours.
676 – The time of day is shifted to high noon.

PG. 16
700s - UNDYING CHANCE
700: You die on the spot. You are immediately brought back to life with 731: Your breath is horrible for the next week. -1 CHA.
all your previous health! You are however now an undead.
732: You or your Target’s teeth rot. Flip a coin to see who.
701: Your arm is rotting off until you seek medical aid.
733: You or your Target throw out your back. Flip a coin to see who.
702: Your Target’s arm is rotting off. It’s nasty.
734: Your weapons are coated in poison for the next 2 hours.
703: You crave the flesh of the living for 24 hours.
735: Your Target’s weapon is imbued to always be dripping poison.
704: Your Target craves the flesh of the living for 24 hours.
736: A passive poison dart frog is ripped from the Aether and appears
705: Your Target contracts the bubonic plague. between you and your Target.
706: You can now drink the blood of the living to restore 2d4 HP. 737: You feel the need to defend cannibalism.
707: Your Target becomes an undead ghoul. If they were already an 738: Your Target takes up cannibalism.
undead ghoul, they become a corporate ghoul. 739: You gain sharp fangs.
708: Your Target becomes an undead skeleton. If they were already a 740: No spines. Only victory.
Skeleton, they inexplicably gain more bones. More skeleton!
741: You gain a bloody nose. Flip a coin to see if it’s your nose bleeding or
709: A skeleton playing a trombone is ripped through the Aether and hits your Target’s nose in your hand.
you and your Target for 3d4 DMG each.
742: You and your Target dance uncontrollably to one of a myriad of
710: Your armor is now ornamented with twisted and broken bones.
overplayed horror-themed dance routines (ex: Monster Mash, Time
711: Your Target’s armor is now ornamented with the remains of your Warp, Spooky Scary Skeletons) until your next turn.
dead loved ones. Ouch.
743: You gain the relative knowledge of a lich for 1 hour.
712: The field is now covered in broken bones and mangled corpses,
744: The souls of your Target’s dead allies will forever haunt them.
becoming difficult terrain.
745: You are haunted by every life you’ve taken until the end of the
713: Ever plant smaller than you that your touch dies for the next 24 hours.
encounter. This causes Disadvantage and other mayhem.
714: A pile of rotting corpses drops on your Target dealing d20 DMG.
746: Your Target is haunted by every life they’ve taken for 2d4 Turns.
715: A pile of rotting corpses drops on a random ally, covering them This causes Disadvantage and other mayhem.
completely, but shielding them from harm until their next turn.
747: A random living thing on the field is turned undead.
716: You’ve contracted scarlet fever.
748: You are resurrected! If you were not dying, take 2d20 DMG.
717: You gain a talking skull. [It’s smart but sassy.]
749: You gain a talking skeleton key.
718: You can speak with bones for the next 24 hours.
750: Your weapon turns to dark chocolate for 2 turns.
719: You can understand what bones whisper, but you can’t speak back
751: You gain a Jack O’ Lantern helmet.
to them… yet.
752: You and your Target are covered in undead spiders. Make a check to
720: You can whisper to the bones, but they have no way to whisper back
see if you can shake them off, or become were-spiders.
to you… yet.
753: You age by 30 years.
721: You become a skeleton for 24 hours.
754: Your Target ages by 30 years.
722: You literally always look like you’re dying.
755: A random unit on the field ages by 30 years.
723: You contract a mild flu. It is contagious,
756: All units on the field are reduced to 1 HP until your next turn. At that
724: Your Target has a very runny nose. point all conscious units’ HP is restored to its previous State.
725: You are swarmed by rats and take 2d4 DMG each turn until you give 757: Undead ignore you and see you as one of their own for 24 hours.
them something to eat.
758: Undead see you as particularly tasty and will prioritize attacking
726: Your pockets are full of plague rats.
you for 24 hours.
727: Your Target’s pockets are full of plague rats.
759: You gain a sheet over your head with eye slits. While wearing the
728: You are covered in your Target’s blood. They take 2d4 DMG. sheet, units must make a Save or see you as a ghost.
729: Your Target is covered in your blood, You take 2d4 DMG. 760: Your Target gains a ghostly aura and rotting flesh.
730: The field and everyone on it is drenched in blood. 761: All of the consumables in your pouch spoil.

PG. 17
762: All the consumables in a 30’ radius spoil. 790: Endless meat bag.
763: Your Target is covered in maggots. 791: Endless bone bag.
764: You are covered in flies. 792: Endless blood bag.
765: The tombstone of a loved one is ripped from the Aether and hits your 793: Your Target gains an army of undead soldiers. They’re not here, but
Target for 2d20 DMG. if the Target escapes or survives, they can command them.
766: You and your Target now have bones that can never break. 794: Your body falls to the ground and possess your Target as a ghost for
767: A bone is ripped from the Aether and hits your Target for 2d10 DMG. 1d4 Turns. Harming yourself will require passing checks.
[If anyone makes a joke about the Target “getting boned”, another 795: You gain an insatiable hunger for your Target’s flesh. Gain
bone is ripped from the Aether and hits that person for 2d10 DMG.] advantage when attacking them if you’re aiming to kill. You must
consume them when they’re dead.
768: Your limbs are barely held together by stitches. [The limbs still
function and head their brain’s command when separated.] 796: Your Target is now the last living member of their bloodline,
excluding any relatives on the field.
769: Your Target’s limbs are barely held together by stitches. [The limbs
still function and head their brain’s command when separated.] 797: One of your eyes falls out and is replaced with a glass “ghost eye”
which can see ghosts plainly.
770: Plastic replicas of both you and your Target’s skeleton are now
riding on top of your respective backs. 798: Your Target now gains the powers of anyone they eat, and they are
acutely aware of this ability.
771: You are buried alive in a coffin 6’ beneath your current position.
Everyone on the field knows this. 799: A giant skeleton erupts from a portal and smacks your target for
5d20 DMG before dabbing and retreating from the field.
772: Your Target is buried alive in a coffin 6’ beneath their current
position. Everyone on the field knows this.
773: You gain a xylophone made of bones! [Once per combat it can be
played to grant a random party member inspiration.]
774: Your bones are now technically made of spaghetti, but otherwise
perfectly functional.
775: You can “go ghost” for the next 2 hours, allowing you to pass
through walls, but also drawing a great deal of attention from
paranormal forces.
776: Your spit is now corrosive.
777: Your Target’s spit is now corrosive.
778: You gain the deed to a haunted decrepit manor on a cliff side.
779: Everything metal on the field rusts.
780: All of your Target’s teeth fall out in perfect condition.
781: A random party member is now being followed by the seemingly
benign ghost of a gibbon.
782: You stain your favorite item.
783: Explodey Bones.
784: You gain the deed to a very full graveyard.
785: You become hideous in a deeply hot and attractive way. +1 CHA.
786: Your great love dies of cholera. Or is brought back from the dead.
787: You gain an undead version of a prior pet or mount. If you don’t have
a prior pet or mount, gain either an undead cat, dog, small reptile,
small bug or small bird.
788: Gain a bag of poison. Like a potato sack. It’s dripping everywhere.
789: A random party member is covered in dead flowers.
PG. 18
800s - Elder Calling
800: You realize you are a fictional character in the collective mind 825: Your Target can’t blink for the next 24 hours.
of human players. This brief, horrifying enlightenment allows
826: You have this terrible feeling you’re forgetting something.
you to choose what you roll next turn.
827: A carbon copy of your Target’s mind is safely implanted within
801: You see beyond the stars and time, to the cold dead end which
your mind for the next 24 hours, allowing you to hear their
awaits all of eternity. +1 WIS! You’re scarred for life now!
thoughts constantly, even after death.
802: The [The first Player to say “what” vomits a swarm of
828: Your brain is now in a jar in your pouch. It can remotely
cockroaches that will devour the nearest d8 consumables.]
communicate with your body from up to a mile away.
803: Lawyers representing “WotC” send a private message to your
829: You are covered in eldritch bile granting you all thinkable
GM. You know that the GM is under investigation if they are
elemental resistances for the next 3 Turns.
playing the 5th Edition of a certain rule system without using pre-
approved and purchased material. If there is any “homebrew” 830: An eldritch being briefly notices the field, causing gravity to feel
the GM is fined for 10,000 USD for damages or must host a pizza looser and objects to float.
party in the name of “WotC” and “IP” for the players at the table. 831: An eldritch being briefly notices the field, causing a random
804: You can speak with the stars for 24 hours. creature within to gain a Random Curse (pg. 21).

805: You can speak to the stars, but they can’t speak back… yet. 832: An eldritch being briefly notices the field, causing a brief pause
in the fight to renegotiate before rerolling initiative.
806: You can understand what the stars speak to you, but you can’t
communicate back to them… yet. 833: You or your Target’s eyes are bleeding, causing blindness for 1
Turn. Flip a coin to see who.
807: Your mouth is full of loose eyeballs.
834: You and your Target’s eyes are bleeding, causing blindness for
808: Your Target’s mouth grows a number of eyeballs inside.
d4 turns. [Anyone else who touches the blood is dealt 3d4 DMG.]
809: You are bathed in cosmic dust and glow with a sickening
835: You mumble an ancient name and any holy symbol within 30’
resplendence for 5d20 hours.
of you shatters permanently.
810: Your pouch is full of loose eyeballs.
836: You mumble an ancient name and any unholy symbol within
811: A crazed lycanthrope is ripped from the Aether and appears on 30’ of you shatters permanently.
the field between you and your Target. The next unit it
837: A group of omnipotent demi-beings listen to their proctor read
successfully attacks will gain lycanthropy.
off the results of a dice roll and contemplate the consequences.
812: You accept you cannot change the past and are overcome with
838: An eldritch being offers you a deal: It’ll wipe away your Target
the fear that you cannot change the future.
in exchange for a Soul Debt.
813: You can change one thing that happened in the past 24 hours.
839: A Soul Debt to an eldritch being has been passed to you.
814: Your pouch is filled with books in an alien script, halving speed.
840: A distant relative has passed away. An invitation has been sent
815: Your Target vanishes until your next Turn. No one but you for you and your party to come to their mansion to hear the
remembers your Target existing until they return. reading of their will. It hits your Target for d4 DMG.

816: Your Target is being abducted by extraterrestrial life. 841: Gravity gets heavier making every physical action harder and
causing localize havoc for the next 3 Turns.
817: You and a random party member are being abducted by
extraterrestrial life. 842: Your head size is doubled for an hour.

818: The field is covered in rust and a staticy noise. 843: Your Target’s head size is doubled for an hour.

819: A distant scream fills the room, filling everyone with dread. 844: A random unit on the field gets the ability to summon 2d4
Everyone on the field gets -3 on their next roll. tentacles from their back at the cost of 2d4 HP.

820: You use your next turn to scream in madness and fear. 845: An eldritch being puts you and your Target in the time-out
corner until your next turn. You cannot fight here.
821: Your Target takes their next turn to scream in madness and fear.
846: Everything you say sounds like gibberish for d4 hours.
822: You can’t understand any language until your next turn, as your
mind is briefly opened to the language of the cosmos. 847: Everything your Target says sounds like gibberish for d4 hours.

823: Your mouth bleeds as an ancient force speaks through you, 848: Time becomes convoluted. Everyone reroll initiative.
causing 2d10 DMG to any who hear its summons.
849: It begins raining blood outside for the next d4 days.
824: You can’t blink for the next 24 hours.
850: It begins raining emerald tears outside for the next d4 days.
PG. 19
851: You gain a third eye. 879: An demi-being hosts you and your Target to an underwhelming
pizza party. You are both now in its debt.
852: You gain a second tongue.
880: You hit your Target so hard they are slightly cooked by the force
853: You gain two more ears.
of the kinetic impact.
854: You or your Target’s left and right hands are switched. Flip a
881: Down is up. Up is down. [Uninvert in 2d4 Turns.]
coin to see who.
882: You and your Target are constipated for the next 4d4 days.
855: You or your Target has your skin turned inside out for d10
Turns. Flip a coin to see who. 883: You and your Target are now blood related.

856: You or your Target now have unbreakable emerald nails. Flip a 884: Cheese doesn’t sit as well with you and your Target as it used to.
coin to see who.
885: Your Target is replaced with a version of them from an alternate
857: You and your Target now bleed emerald blood. reality. This version is much kinder.

858: An Eldritch being borrows your weapon briefly, and will return 886: Your Target is replaced with a version of them from an alternate
it on your next turn. [It will be covered in toxic goo and sprouting reality. This version is much crueler.
eyeballs. The weapon is now somewhat sentient.]
887: Your Target is replaced with a version of them from an alternate
859: An Eldritch being will whisper a riddle of the future to you soon. reality. This version is more advanced.

860: Time stops for everything except sentient unit on the field. This 888: Your Target is replaced with a version of them from an alternate
continues until the encounter ends. reality. This version is more primordial.

861: Confetti drops on you and your Target, accompanied by a 889: You and your Target become vegan.
sudden pop and the sound of party blowers.
890: You can read any written text in any language for 2d4 days.
862: Ants in your pants.
891: Your Target is chosen as the champion of an demi-being. If
863: For the next d6 hours you can move through any living creature. they’re not defeated they will usher in the end of the universe.
864: For the next 2d20 hours you can see through your Target’s eyes. 892: ??? [Upon defeat the Target gains an extra final form semi-
angelic form and attempts to end the world.]
865: Your lymph nodes swell and you vomit a terrible blue bile,
dealing 2d10 acid DMG to anything withing 15’ of you. 893: Ray Gun.
866: The housing market crashes. 894: If the moon is visible you transform into an unstoppable
monster for the rest of the encounter.
867: What appears to be a version of you from the future appears
beside you. They deal 3d20 DMG to your Target and say there’s 895: If the moon is visible your Target explodes into gore,
no time to explain. They then ask you to lend them all of your permanently turning the moon red. [Consequences to follow…]
money. They will not leave until you pay them or deal with them.
896: All the teeth you’ve collected turn into unknowable priceless
868: A set of runic handcuffs now bind you and your Target. [The alien gemstones that can be used in crafting.
cuffs will only release through the casting of powerful magic or
897: Free Real Estate.
after a week has passed.]
898: You begin the end of the cosmos by awakening the Sleeping
869: You download a car.
One. Thankfully it’ll take 300 years for it to properly awaken, so
870: You gain a teddy bear that can hold d4 souls. it’s probably not your problem.
871: You gain a sentient teddy bear that chitters eldritch secrets with 899: You speak the name of the Unspeakable One. Your tongue twists
its human-looking teeth. and snaps and bleeds as you utter its horrible vowels. Your Target
then takes 8d20 DMG.
872: You gain an elixir of holy healing blood. It’s bottomless, but is
said to drive the drinker slowly mad.

873: The GM asks you to reiterate what you rolled. [Loop to taste.]
874: Chance smiles on you and grants 2 immediate Wild Magic Rolls.
875: You gain a crystal from a dying star.
876: Your Target begins bleeding from every orifice.
877: Everyone gains party blowers in their mouths.

878: Three left hands.

PG. 20
- 100 Random Curses -
0: You have no idea what this curse does. You’re pretty sure it’s one 36: You never age, but rather you now have a painting that ages in
of the worst curses a person could think of. [This curse takes the your stead. [Caster dies if the painting is destroyed.]
form of whatever someone at the table thinks the curse is.]
37: You longer float in water. Instead you sink, fast.
1: You are turned to stone.
38: You are turned into a cow.
2: You are turned to gold.
39: You are turned into a newt.
3: You are turned to glass.
40: You are turned into an owl.
4: You cannot distinguish faces.
41: ??? [Every spell they cast fails spectacularly.]
5: You take d4 DMG whenever you speak.
42: ??? [Every spell they cast hits you and you alone.]
6: You take d4 DMG whenever you hear a name.
43: ??? [Spell casting costs are doubled for them.]
7: You trust everyone.
44: You can no longer spell.
8: You smell horrible to everything.
45: You can no longer read.
9: You have no sense of direction, ever.
46: Your hair is infested with tiny biting spiders that somehow always
10: You trust no one. repopulate when you think you’re rid of them.

11: Your hands are always greasy. 47: Your clothes are always moldy.

12: Your feet feel like bricks and your movement is halved. 48: Your first born is or will be turned into a toad.

13: Whenever you speak you say the opposite of what you mean. 49: You turn into a werewolf under the full moon.

14: Whenever you speak it sounds like a whisper. 50: You turn into a small dog under the full moon.

15: Everything you try to eat turns to gold. 51: When angry, an insatiable blood lust is awoken inside you.

16: Everything you try to eat turns to ash. 52: You can never remember names.

17: Everything you try to eat turns to nutritious worms. 53: You turn to living stone.

18: Everything you try to drink turns to strong wine. 54: You turn into a sentient tree.

19: Your footsteps are slimey. 55: ??? [Caster is struck by lightning for 2d10 DMG every time a party
member says “Look out!” or issues similar warnings to them.]
20: Your footsteps make clown shoe noises.
56: You vomit every time someone says your name in front of you.
21: You can’t see in the light.
57: ??? [The Caster passes out every time someone mentions or asks
22: Everything you cook comes out burnt.
them about their curse.]
23: You owe a debt to a devil.
58: You lose control of yourself while you sleep. [Caster commits
24: You owe a debt to a lich. awful deeds and even takes lives.]
25: You owe a debt to a dragon. 59: You lose control of yourself while you sleep. [You grind you teeth
26: You owe a debt to a crime lord. loudly enough to have a chance to wake up others.]

27: A fairy now owns your name and collects royalties from you 60: You lose control of yourself while you sleep. [Caster collects
whenever it is said in the amount of 4d4 copper. acorns that you stow away under your bed.]

28: Your blood is cold and can’t be warmed up. 61: You can no longer rest.

29: You suffer constant hot flashes. 62: You can no longer sleep for more than 2 hours at a time.

30: You have an allergy to dairy. 63: You can longer wiled weapons effectively.

31: You have an allergy to tomatoes. 64: Your hands are invisible.

32: You have an allergy to animal fur. 65: You are always seen as and called “short” or “tall” by others. Flip
a coin to see which one.
33: You have an allergy to magic. [Grants +3 on Detect Magic rolls.]
66: You are always called by the wrong name.
34: You have a crippling fear of blood.
67: You are always asked about your heritage.
35: You feel a shadow constantly stalking you.
68: You must always move your full movement when moving.

PG. 21
69: You are allergic to nuts. [Interpretive.]

70: You are allergic to the undead.

71: All the music you try to make sounds awful.

72: You always feel high.

73: You always feel drunk.

74: You always feel like somebody’s watching you.

75: You will always get denied when requesting something.


LIFTING CURSES
76: Every voice you hear sounds like your voice. Curses can be lifted via Wild Magic or via intensive
77: You narrate everything you do. [Whatever the Player says is the ritual magic. Lifting a curse will likely require a large
Caster’s narration.] group of magic users, or one who is particularly
78: You fall asleep when you health drops below 5 HP. ancient. If a particular curse feels too punishing, feel
79: You fall asleep when people tickle you.
free to make lifting it slightly easier.
80: Your face is covered in markings that change each morning. Curses (much like other Wild Magic) can also become
81: You are always hungry. great plot hooks! Perhaps there is a rare weed that
82: You are always thirsty. grows in the mountain that can cure petrification, or
83: You are convinced you are a tortoise.
perhaps there is a sage far to the south who is
experienced in lifting curses of all kinds…
84: You start coughing violently whenever you laugh, taking d4 DMG.

85: You need to use the bathroom once every 2d4 hours, or you’ll
literally explode.

86: You must remind your viewers to like and subscribe every time you
do something cool, or take 3d20 DMG.

87: You will never get a discount.

88: When you sleep it is always for 8 hours and nothing can wake you.

89: You age at triple the normal speed.

90: You are destined to die in one month if this curse isn’t lifted.
91: You have terrible hand-eye coordination and suffer disadvantage
on all attack rolls.

92: You think every act of kindness is a trap.

93: If you return to your home or hometown you’ll combust into


flames and take 2d20 DMG.

94: Your stocks are always dropping.

95: You can never find the other sock or glove.

96: You must hide your face or deal an initial 2d10 DMG to anyone
who witnesses it for the first time.
97: A gremlin lives inside your pouch and is constantly stealing
random items and gold for its treasure horde.

98: Your entire family forgets who you are and everything about you.

99: Roll on this curse table 3 times. These three curses are counted as
a singular combined mega-curse.

PG. 22

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