Wild Magic represents the unpredictability of magic. It could occur as a result of magic going wild in a region, as a curse from a deity, or as a deliberate attempt by the caster after they learn how to trigger it. Whatever the cause of wild magic, only one thing’s for sure: it’s never easy to predict.

The most important thing to know about wild magic is that it’s truly random. Its effects can be helpful, harmful, or just plain weird, and while many abilities can affect your overall odds of triggering wild magic, it’s much harder to get the exact effect you want.

For your convenience, this wiki has created random generators for each wild magic table - no need to roll and scroll unless you really want to.

Where are the rest of the tables and generators? Tables and generators for individual spheres can be found on their respective pages. This wiki originally planned to include each table and its associated generator on this page, but that’s (significantly) more content than the pages of this website can actually hold.

Some generator results are a bit different from the text on the tables. Why? Coding issues mean some results had to be slightly tweaked. The meaning should be the same regardless of which version you’re looking at.

What About Other Types Of Wild Magic? Spheres’ Wild Magic rules are an independent system and are not meant to be mixed with, or apply to, any Wild Magic systems from other publishers.

Wild Magic Chance

Wild magic chance is the likelihood of a wild magic event occurring and can be increased or decreased by a variety of sources, such as class abilities, feats, boons, and drawbacks. Wild magic chance changes from different sources always stack unless noted. The result of all bonuses and penalties to an effect’s wild magic chance is referred to as its total wild magic chance. A creature is always aware of its wild magic chance unless otherwise noted. Total wild magic chance cannot be reduced below 0%.

Wild magic chance applies to the casting of all spells and sphere abilities. Spell-like abilities and activated items do not normally have a base wild magic chance (unless an item is crafted with one as described in “wild magic and talent-based item crafting”), but effects that would increase wild magic chance - such as the Aura of Chaos mystic combat - apply to any spell-like ability or item that requires activation each time it is used or activated. Extraordinary abilities, supernatural abilities, and items that grant a continuous effect are not subject to wild magic chance.

Wild Magic Event

Wild magic events vary widely in effect. If an event calls for a save, the save DC is always that of the effect that triggered the event. If the event is triggered by an ability that does not have a defined save DC, such as using the Shift Cost feat on a mageknight’s mystic combat ability, the DC is equal to 10 + 1/2 the creature that originated the effect’s Hit Dice + the creature’s casting ability modifier (or highest mental ability score, if it does not possess the casting class feature).

If multiple events are triggered by one effect, resolve them in the order they are rolled. If two or more events have conflicting results, such as each changing the damage type of a destructive blast, the last result rolled supersedes the previous results. Duplicate results do not stack.

Events that modify the effect are applied before the triggering effect is resolved. All other events are resolved immediately after the triggering event is resolved.

A wild magic event is subject to spell resistance if the triggering effect was subject to spell resistance. A caster’s spell resistance never applies to wild magic events triggered by that caster, nor are casters ever immune to the results of their own wild magic events, the chaotic nature of wild magic overcoming even creature type-based immunities. Any saves required by the wild magic result should be rolled before the result is revealed.

Making The Rolls

For a total wild magic chance up to 100%, you risk a single wild magic event. Roll 1d100; If the result is less than or equal to the wild magic chance, then a wild magic result roll must be made. Roll 1d100 on the table corresponding to the effect’s base sphere to determine the result of the wild magic event. For wild magic chance of 100% to 200%, one wild magic event is guaranteed and a second is possible. Roll 1d100; if this result is less than or equal to the wild magic chance -100, then roll a d100 twice and apply both results. If rolling above the wild magic chance -100, then roll a single d100 and apply the result.

If not using the major event rules (see Variant Rules), then no effect may have a wild magic chance above 200%. Any effect that would have its wild magic chance increased to above 200% simply fails. The spell points and actions are still spent and the caster takes untyped backlash damage equal to the effect’s caster level.

Multiple Spheres

If more than one sphere is used in the effect, divide the total wild magic chance, up to 200%, by the number of base spheres, rounding up, then roll that wild magic result on the tables for each base sphere. If using the major events rules (see Variant Rules), wild magic chance over 200% is rolled on the major events table as usual, then the remaining 200% chance is divided by the total number of spheres and rolled on the sphere specific result tables.

No Base Sphere

If an effect does not have a base sphere, such as applying a wild magic chance to a mystic combat or other class ability, roll on the universal wild magic table instead.

Wrapping Tables

Should an effect that modifies a wild magic result roll ever reduce the roll below 1, add 100 to the result to determine the effect. If an effect would cause the wild magic result roll to be above 100, subtract 100 from the result roll.

Combat Results

Some wild magic results have the (Combat) tag. Such results do not take effect unless the caster is in combat. If the result is rolled while the caster is acting under initiative count while aware of a hostile creature capable of acting against the caster or his allies, the result becomes active immediately. Otherwise, the result is delayed until the next time that the caster rolls initiative while aware of a hostile creature capable of acting against the him or his allies.

Wild Magic and Cantrips

If you possess the Cantrips feat and the wild magic drawback, any wild magic feat, or another ability that imposes a wild magic chance on your casting abilities, you may, at will, as a standard action, roll 1d100 on the cantrips wild magic table. You may spend an additional spell point to reduce this to a swift action, to roll twice and take both results, or to instead roll on the general wild magic table. These options may be combined; the costs stack. The save DC for a wild magic cantrip is 10 + 1/2 caster level + casting ability modifier.

Wild Magic and Spellcrafting

When attempting to cast a spellcrafted spell that you do not know from a spellbook, wild magic may take the place of the risk of mishap. No mishap roll is required; instead, increase the spell’s wild magic chance by 20% per missing prerequisite. The spell is cast regardless of the wild magic event being triggered. When crafting a spell, the complexity of the spell may be reduced by 1 for every 50% increase to wild magic chance that is added to the spell. Complexity may likewise be increased to reduce the spell’s wild magic chance at a ratio of 1 complexity for every 50% reduction.

Wild Magic and Talent-Based Item Crafting

When crafting a magic item using the talent-based system (scrolls, potions, wondrous items and rods), the complexity of the item may be reduced by 1 for every 50% increase to wild magic chance that is added to the item. This wild magic chance is incurred each time the item is activated, treating the activator as the caster. If the item provides a continuous bonus, the increase to wild magic chance is incurred on all spells and sphere effects cast by the wearer as well as to every skill check, attack action, and full attack (once when the full attack is declared, not on each attack individually). An item’s complexity may not be increased to reduce the user’s wild magic chance.

Wild Magic and Traditional Casting

Some feats and abilities in this book may be used with the normal Pathfinder magic system. Any class capable of casting spells counts as having the casting class feature for the purpose of qualifying for feats in this book. See the below table (taken from pg 132, Chapter 4, Advanced Magic in Spheres of Power) for guidelines on mapping sphere to spell schools and sub-schools. The GM has the final say on which sphere or spheres any spell belong in.

Table: School/Spheres Conversion
School (Subschool)Sphere
AbjurationProtection
Abjuration (good, evil, lawful, chaotic)Fate
Conjuration (creation)Creation
Conjuration (healing)Life
Conjuration (calling, summoning)Conjuration
DivinationDivination
EnchantmentMind
EvocationVarious1
IllusionIllusion
NecromancyDeath
TransmutationEnhancement
Transmutation (polymorph)Alteration
Transmutation (earth, air, fire, water)Nature

1: Evocation includes so many different types of spells that a simple conversion isn’t possible. (Light) spells would be the Light sphere, (Darkness) spells would be the Dark sphere, but others could be Destruction, Weather, Mind, or even Creation depending on the spell in question. GMs should use their own good judgment to determine which sphere an Evocation spell should use.

Identifying Wild Magic

A DC15 Knowledge (arcana) check reveals a basic knowledge that wild magic exists and that some practitioners of magic focus on channeling its power to increase the potency of their spells, though no check is required for those that possess the wild magic drawback, a (wild magic) feat, a class feature that gives a wild magic chance, or other means of incurring wild magic chance. A DC20 check reveals that the results are usually divided according to the type of magic that initiates the event and that some practitioners have learned to force wild magic events on others. The nature of a particular wild magic event may be identified as if it were a spell being cast, with the normal DC of 15 + caster level/2.

Variant Rules

Dangerous Concentration

Normally, when failing a concentration check to cast (defensively, when taking damage, during vigorous motion, etc.) you do not roll wild magic chance. As an optional rule, the GM may decide that a wild magic event is rolled for normally or even automatically triggered for any or all of these events.

Free Wild Cantrips

The GM may choose to allow any caster with wild magic related abilities to access the wild cantrips table as described in the “wild magic and cantrips” section.

Major Events

The GM may choose to use the major events table for wild magic chance above 200%. These events are significantly greater in scope, having the possibility of significantly altering the character or gameworld, including making a character unplayable.

If the total wild magic chance is above 200%, then two wild magic events are guaranteed and a major event is possible. Roll 1d100; if the result is less than or equal to the wild magic chance -200, roll 1d100 on the major event table and apply the result before rolling 2d100 on the wild magic table and applying the results.

Even using the major event rules, no sphere effect may have a wild magic chance above 300%. Any effect that would have its wild magic chance increased to above 300% simply fails. The spell points and actions are still spent and the caster takes untyped backlash damage equal to twice the effect’s caster level.


Universal Wild Magic

Universal wild magic can be triggered by a variety of effects, such as class abilities, when no base sphere is involved. They’re also suitable for more generic effects that don’t lean towards any particular sphere (such as raw chaos or pure magic going haywire).

Roll on the Universal table in Wild Magic Tables below.


Cantrip Wild Magic

Effects from this table can be triggered as described in the ‘Wild Magic and Cantrips’ section. These effects are generally milder than the other tables, and are suitable for odd but (usually) harmless results.

Roll on the Cantrip table in Wild Magic Tables below.


Major Events

Major Events are optional in games using Wild Magic. This table includes effects that are significantly more powerful than most results from the other tables. Unlike the Universal and Cantrip tables, these are not as suitable to impose as frequent environmental effects (except in extreme regions) because of the frequency of deadly and permanently character-altering effects.

Roll on the Major Events table in Wild Magic Tables below.


Wild Magic Tables

Universal

d100Result
1The caster takes a number of points of ability damage to his casting stat equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
2All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
3For 1 hour per level, the caster gains the Draining Casting drawback, but not its benefits.
4The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
5An illusory minstrel follows the caster for 10 minutes per caster level, singing loudly of the caster’s deeds.
6A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
7All sphere effects cast within long range of the caster for 1d6 rounds are enhanced as if by the Empower Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
8The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
9The caster gains the plant creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
10(Combat) The caster is stunned for 1 round.
11The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
12For 1 minute per caster level, the caster’s arms and legs are replaced by tentacles. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The caster’s base speed becomes 10 ft. and he gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
13The casting time decreases by 1 step.
14The caster suffers 50% spell failure chance for 1d6 rounds.
15Nearby dead invertebrates of Tiny size and smaller animate as undead and follow the caster for 10 minutes per caster level. Their noise imposes a penalty on Stealth checks equal to half caster level (minimum 1).
16All sphere effects cast within medium range of the caster for 1d6 rounds are enhanced as if by the Quicken Spell metamagic feat. The caster may always choose to use the normal casting time instead.
17A shadow twin of the caster appears adjacent to the caster. This twin possesses all of the caster’s abilities and equipment, though only 1 hit point. This twin aids the caster for 1 minute per caster level or until slain. The twin and all its equipment disappear when the twin is slain or the effect expires. Any non-instantaneous effect originating from the twin end when it disappears.
18All allied creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 10 minutes per caster level.
19The caster’s perception of time slows, allowing him to concentrate on a single effect as a free action each round for 1 minute.
20A stationary pillar of brilliant light appears in the target’s space and follows the target, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
21An area out to close range of the caster is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
22(Combat) The caster is nauseated for 1 round.
23A creature of the caster’s choice within long range gains the Somatic Casting drawback, but not its benefits, until the caster completes a rest to regain spell points.
24Feathers fall from the sky in an area out to long range from the caster for 1 round per caster level, granting concealment to all creatures in that area.
25The casting time decreases by 2 steps.
26The caster gains the Somatic Casting drawback, but not its benefits, until he completes a rest to regain spell points.
27Roll again on the Wild Cantrips table.
28All creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage.
29All sphere effects cast within medium range of the target or target area for 1d6 rounds are enhanced as if by the Quicken Spell metamagic feat. The caster may always choose to use the normal casting time instead.
30All unattended flammable objects within close range of the target or center of the target area are set on fire.
31All allied creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
32The casting time increases by 2 steps.
33(Combat) All hostile creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
34The caster gains spell immunity to all spheres he possesses for 1d6 minutes.
35The caster is struck by lightning once per round, dealing 1 electricity damage per caster level for a number of rounds equal to caster level.
36(Combat) For 1d6 rounds, the caster leaves behind a glowing trail of flame. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes fire damage equal to caster level. A creature may only take this damage once per turn.
37A creature of the caster’s choice within long range gains the Verbal Casting drawback, but not its benefits, until the caster completes a rest to regain spell points.
38The caster gains the undead creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
39The caster grows extremely hungry and must succeed on a Fortitude save each hour or be compelled to eat a day’s worth of food during that hour. Failure to do so inflicts 1 point of Constitution damage on the caster. The save DC decreases by 1 each hour. A successful save ends this effect.
40The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage.
41The caster turns invisible per the Invisibility talent of the Illusion sphere for 1 hour or until he makes a hostile action, whichever comes first.
42For 1 hour, a creature of the caster’s choice within close range of the caster at the time this result is triggered gains the Empowered Abilities boon.
43For 1 hour per level, a creature of the caster’s choice within long range gains the Draining Casting drawback, but not its benefits.
44All creatures within close range of the caster at the time this result is triggered become shaken for 1 round whenever they see a mouse. This effect persists for 1 day per caster level.
45The caster’s base attack bonus is reduced to 0 for 1 round per caster level.
46The caster gains spell immunity to all spheres he does not possess for 1d6 minutes.
47For 1 hour per caster level, the caster suffers a 25% increase to wild magic chance of all sphere effects.
48For 1 minute per caster level, non-magical objects the caster touches temporarily age. Food becomes rotten, metal tarnished, cloth worn and threadbare. All objects return to their previous state when this effect ends. The change has no effect on hardness, hit points, or other attributes.
49All sphere effects cast within close range of the caster for 1 round per caster level take a penalty on caster level equal to half the triggering effect’s caster level. Effects with a resulting caster level of less than 1 fail, wasting any actions and spell points.
50Effect receives a +2 bonus to caster level.
51(Combat) For 1d6 rounds, the caster leaves behind a glowing trail of positive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn is healed a number of hit points equal to caster level. This is a positive energy effect. Creatures harmed by positive energy are instead damaged. A creature may only be affected by this ability once per turn.
52All hostile creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 10 minutes per caster level.
53The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
54The casting time increases by 1 step.
55All cheese within long range of the caster explodes harmlessly, destroying the cheese.
56All creatures within close range must succeed on a Will save or have their base attack bonus reduced to 0 for 1 round per caster level.
57A shower of sparks light up the sky in a 1 mile radius, increasing the light level by 1 step for 1d20 rounds.
58A creature of the caster’s choice within long range gains the Addictive Casting drawback, but not its benefits, for 1 day.
59The caster uses his base attack bonus in place of his caster level and vice versa for 1 minute per caster level.
60The target shrinks as per the Size Change talent of the Alteration sphere for 1 round per caster level. This stacks with other polymorph effects.
61The effect fails and the action is lost. Spell points or spell slots are not lost.
62The caster is dazed for 1 round as he receives a vision of the most recent violent death of a humanoid within 1 mile per caster level.
63All unattended flammable objects within close range of the caster are set on fire.
64Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
65The effect fails and the action is lost. Spell points or spell slots are lost.
66(Combat) All creatures within medium range of the caster must succeed on a Reflex save or fall prone. Flying creatures instead fall 50 feet.
67(Combat) All creatures are surrounded by a barrier as per the Barrier (ward) ability of the Protection sphere. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn.
68An outsider of an alignment opposed to the caster’s (for true neutral, LG, CG, LE, or CE is randomly selected) of the GM’s choosing is called per the Summoning advanced talent of the Conjuration sphere, appearing adjacent to the caster. This creature has HD equal to the maximum possible for that talent and is not bound or controlled in any way.
69The caster gains the Extended Casting drawback, but not its benefits, for 1 day.
70Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
71Any affected creature forgets everything that has happened in the last 24 hours. This result may be removed per the Amnesia talent of the Mind sphere.
72Effect receives a -4 penalty to caster level (minimum 1).
73For 1 minute, all magic items within long range of the caster shed light as a torch.
74All sphere effects cast by the caster for 1d6 rounds are enhanced as if by the Extend Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
75For 1 hour per caster level, a creature of the caster’s choice within medium range suffers an increase to wild magic chance of all sphere effects of 25%.
76All sphere effects cast within long range of the caster for 1d6 rounds are enhanced as if by the Extend Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
77The caster gains the Verbal Casting drawback, but not its benefits, until he completes a rest to regain spell points.
78One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute. This object is hostile toward the caster and will harm the caster to the best of their ability. The size affected increases by one category per 5 caster levels.
79For 1 minute per caster level, the caster falls prone whenever attempting to move more than half his speed. If flying, he instead falls 50 feet.
80Any food carried by the caster at the time of casting becomes infested with maggots.
81For 1 minute per caster level, all creatures within long range sing loudly about their actions, as if in a musical. This imparts a -4 penalty to Stealth skill checks but otherwise has no impact on actions or any other mechanical effect.
82(Combat) All creatures treat all squares within close range of the caster as difficult terrain for 1d6 rounds.
83All creatures within close range of the caster gain spell immunity to all spheres the caster possesses for 1d6 rounds.
84(Combat) The caster is dazed for 1 round.
85(Combat) For 1 round per caster level, all creatures within close range of the caster lose the benefit of all circumstance, competence, dodge, insight, luck, resistance, and sacred bonuses to d20 rolls and may ignore all penalties to d20 rolls.
86All creatures within close range of the caster gain spell immunity to all spheres the caster does not possess for 1d6 rounds.
87The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
88The caster is exhausted.
89For 1 hour, the caster gains the Empowered Abilities boon.
90All creatures within close range of the caster must succeed on a Will save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 round per caster level.
91The caster gains knowledge of one talent of his choice from this sphere for 1 round.
92The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
93All sphere effects cast by the caster for 1d6 rounds are enhanced as if by the Empower Spell metamagic feat with no increased casting time if they are valid effects to which it may be applied.
94The caster must succeed on a Fortitude save or gain 1 negative level +1 per 5 caster levels as the Drain (ghost strike) talent of the Death sphere.
95The caster is fatigued.
96For 1 day, the caster gains the Addictive Casting drawback, but not its benefits.
97The caster loses access to this sphere for 1d6 rounds.
98The caster permanently changes color to a random hue: 1: blue, 2: green, 3: red, 4: yellow, 5: pink, 6: caster pick
99A creature of the caster’s choice within long range gains the Extended Casting drawback, but not its benefits, for 1 day.
100(Combat) For 1d6 rounds, the caster leaves behind a shadowy trail of negative energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes negative energy damage equal to caster level. This is a negative energy effect. Creatures healed by negative energy are instead healed. A creature may only be affected by this ability once per turn.

Cantrip

d100Result
1The caster suffers an increase to wild magic chance of all sphere effects of 25% for 1 minute per level.
2One creature of the caster’s choice within close range loses the ability to distinguish colors for 1 minute. A Fortitude save negates this effect.
3For 10 minutes per caster level, the caster is followed by a Diminutive, untargetable, invisible fairy that glows as a torch. This fairy hovers near the caster’s head until a hostile creature comes within medium range, upon which it flies toward the hostile creature at a fly speed of 120 ft. (perfect) and begins hovering near it, yelling ‘Hey, listen!’.
4As an instantaneous effect, create a pile of ash and dust which falls into a 5-ft. area within close range of the caster’s choice.
5A creature of the caster’s choice within medium range suffers an increase to wild magic chance of all sphere effects of 25% for 1 minute per level.
6As an instantaneous effect, a grease-paint mustache appears on the caster.
7The caster may choose one creature within medium range. That creature’s footsteps squeak loudly for 1 minute per caster level, imposing a -4 penalty to Stealth checks. This does not affect flying creatures.
8As a free action, the caster may retry one failed Knowledge or Linguistics check made within the last 24 hours.
9As an instantaneous effect, a puddle of water forms over a 5-ft. square within close range of the caster of the caster’s choice. Any creature who runs through the square must make a DC 5 Reflex save or fall prone.
10A grating squeaking noise follows all creatures within close range for 1 minute, imposing a -2 penalty on all concentration checks.
11One gold coin per caster level falls in the square of the caster’s choice within close range. Any creature in that square must succeed on a Reflex save or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
12All creatures within long range must succeed on a Reflex save (10 + caster’s CAM + CL/2) or be struck by flying pies, dealing 1 nonlethal damage.
13As an instantaneous effect, an assortment of colored thread, scissors, ribbons, cloth, and a sewing needle spontaneously appear and begin making alterations to the caster’s clothing. The caster becomes entangled for 1d4 rounds, but afterward the caster’s clothing is changed into another outfit of the caster’s choice.
14The target loses the ability to speak in anything other than a randomly-determined language for 1d4 hours. The target does not gain the ability to read or write that language nor the ability to speak that language if it isn’t one they previously knew.
15An unattended object of medium or smaller size of the caster’s choice within close range excretes an adhesive that dries immediately when touched, forcing a Strength or Escape Artist check to break free whose DC is equal to the caster’s MSD. The adhesive naturally breaks away into dust after 1 minute.
16A random creature within close range becomes slowed as the Time sphere ability for 1 round (Fort negates).
17A game board spontaneously appears in front of the caster which remains until any two creatures complete a game or for 24 hours, whichever comes first.
18A random creature within close range teleports 10 ft. in the direction of the caster’s choice (Will negates). The direction must be decided before the affected creature is decided.
19A random creature within close range gains a 10 ft. fly speed for 1 round (Will negates).
20The caster’s hide becomes more thin, gaining a -1 penalty to their natural armor bonus (minimum 0) for 1 minute (Fort negates).
21Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
22Summon a pipe with one dose of tobacco already lit, which remains until outside of reach of the caster, or 1 hour whichever comes first.
23A random creature or unattended object within close range catches on fire (Reflex negates).
24The caster falls prone (Reflex negates).
25As an instantaneous effect, candy rains from the sky, covering a 5-ft. radius per caster level area centered on the caster. All creatures in the area suffer 1 point of bludgeoning damage.
26Feathers fall from the sky in an area out to long range from the caster for 1d4 rounds, imposing a -4 penalty on sight-based Perception checks.
27A humanoid creature of the caster’s choice within close range grow claws from their hands (if they do not already possess them) gaining 2 claw natural attacks for 1 minute (Fort negates).
28All creatures within close range must succeed on a Fortitude save or become incredibly thirsty until they drink a volume of water equivalent to a canteen for a creature of their size.
29A chicken appears and attempts to nest on the caster’s head. This chicken persists in this behavior for 1 day or until slain. If slain, the chicken disappears and another appears to continue this behavior until the duration expires.
30The caster summons a Diminutive or Tiny animal of no more than 1/2 Hit Dice of the GM’s choice, such as a bat, cat, lizard, rat, raven, tiny viper, toad or weasel for 1 minute. The creature is hostile to the caster and attacks to the best of its ability.
31The next successful aid another check the caster makes in the next hour grants an additional +2 bonus.
32A random creature within close range falls prone (Reflex negates).
33The caster’s toenails grow obscenely large, dividing his ground movement speed in half until trimmed (a full-round action).
34A Diminutive object within close range become animated and under the caster’s control for 1 minute.
35The caster transforms into a venerable version of themselves for 1 minute, suffering physical attribute penalties but gaining no benefits.
36A goblet filled with an alcoholic beverage (worth no more than 5 cp) spontaneously appears in front of the caster. The goblet lasts for 1 hour or until the beverage is no longer contained inside the vessel, whichever comes first.
37A swarm of hamsters overrun a 10-ft. area of the caster’s choice centered within close range; all creatures in the area must pass a Reflex save or fall prone. The hamsters disperse harmlessly immediately after.
38Divine the presence of magical auras in the area similar to the Divination sphere ability, except that the caster only detects the strength of magical auras (not location) within close range.
39All containers weighing less than 30 lbs within medium range open if they are closed and close if they are open.
40A grating squeaking noise follows one creature of the caster’s choice within medium range for 1 minute, imposing a -2 penalty on all concentration checks.
41As an instantaneous effect, a page of parchment, a quill, and an inkwell (with only enough ink to fill the page) spontaneously appear adjacent to the caster.
42The caster grows a tail and ears similar to a donkey’s for 1 hour. This grants a +1 competence bonus to Perception checks but makes most hats and helmets unwearable.
43All coins the caster touches for the next hour gain the appearance of copper until 1 minute after they leave the caster’s possession.
44The caster becomes fascinated with one random creature or unattended object within close range for 1 minute (Will negates).
45One random non-magical unattended object within close range animates for 1 minute performing its created purpose for that duration and with a starting attitude toward the caster of indifferent. Examples include: animated brooms sweeping, animated swords swinging at anyone adjacent, and animated sewing needles mending torn cloth.
46All creatures within close range sing loudly about their actions for 1 minute, as if in a musical. This has no impact on Stealth until the minute is over, after which everyone realizes they were hearing someone singing about Stealth.
47One non-magical book, scroll, or tablet of the caster’s choice within medium range, reads itself aloud in a clear and strong voice for 1 hour or until there is no more text to read.
48All creatures within medium range are soiled as the soil function of the Cantrips feat.
49The caster summons a Diminutive or Tiny animal of no more than 1/2 Hit Dice of the caster’s choice, such as a bat, cat, lizard, rat, raven, tiny viper, toad or weasel for 1 minute. The creature is friendly to the caster.
50Plantlife spontaneously surround a creature of the caster’s choice within close range, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
51A creature of the caster’s choice within close range falls prone (Reflex negates).
52A random creature within close range has their skin thickened, granting a +1 natural armor bonus to AC for 1 minute.
53“A glowing summoning circle forms within close range and out from the mist that it brings is a phantasm illusion which appears to be of what whoever looks upon it fears the least (Will disbelieves). The phantasm remains for 1 minute.”
54The caster catches on fire (Reflex negates).
55All cheese within close range of the caster explodes harmlessly, destroying the cheese.
56As an instantaneous effect, an assortment of half-used colored chalk spontaneously appear in a square of the caster’s choice adjacent to the caster. The chalk writes obscenities in all languages the caster knows the solid surface nearest to the chosen square for 1d4 rounds. The square is considered difficult terrain until finished.
57A random 5-ft. square within close range has its illumination level set to shadowy illumination for 1 minute.
58A creature of the caster’s choice within close range gains a +2 competence bonus on the next Bluff, Diplomacy, Intimidate, or Sense Motive check they make in the next minute.
59As an instantaneous effect, grease-paint mustaches appear on all creatures within long range of the caster.
60A random creature within close range suddenly has a thinner hide, granting a -1 penalty to their natural armor for 1 minute (Fort negates).
61The caster may paint a message no longer than 25 words onto an object of medium size or larger within medium range. The paint can be scrubbed off with water as a full-round action.
62The caster changes into a perfect physical specimen for 1 minute, gaining a +2 bonus to all physical attributes.
63A bookshelf within long range telekinetically pulls out each book one at a time, reads aloud the title and author (if available) before replacing it. The bookshelf continues to do this until it has done so with each piece of literature that was on the bookshelf at the time of casting. If no bookshelf is present, one appears adjacent to the caster containing 3d20 books with random titles and disappears once the titles are read.
64All creatures within close range of the caster become translucent for 5 minutes, gaining +4 circumstance bonus to Stealth checks.
65A Small-sized storm cloud hovers over the head of a random creature within close range for 24 hours. Once per hour the affected creature has a 50% chance to take either 1d3 points of nonlethal cold or 1d3 points of nonlethal electrical damage (Fortitude negates).
66A creature of the caster’s choice with close range has their skin thickened granting +1 natural armor bonus to AC for 1 minute.
67A creature of the caster’s choice within close range instantaneously heals 1d6 points of nonlethal damage.
68One creature of the caster’s choice within medium range is struck by a flying pie, dealing 1 point of nonlethal damage.
69A towel spontaneously appears draped over the caster’s shoulder and remains there until it leaves his possession or 24 hours whichever comes first.
70The caster is struck by a flying pie, dealing 1 nonlethal damage. The pie is formed by an instantaneous (creation) effect.
71Two creatures of the caster’s choice within close range of the caster immediately trade places.
72One creature or unattended object of the caster’s choice within close range catches on fire (Reflex negates).
73A sleeping creature of the caster’s choice who is within long range awakens.
74Plantlife spontaneously surrounds the caster, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
75All coins that a creature within long range of the caster’s choice touches for the next hour gain the appearance of copper until 1 minute after they leave the creature’s possession.
76Wild turnips sprout within a close-ranged radius centered on the caster. If pulled from the ground, they cry like mandrakes, but cause no harm to nearby creatures.
77All creatures within long range stabilize if dying (Will negates).
78For 5 minutes, the caster becomes translucent, gaining +4 circumstance bonus to Stealth checks.
79One creature of the caster’s choice within long range loses the ability to sense color for 1 minute.
80A creature of the caster’s choice within long range has their toenails grow obscenely large, dividing their movement speed in half until trimmed (a full-round action)
81For 1 round per caster level, every humanoid creature within close range gains the physical appearance of the caster. This does not change their general form (arms, legs, etc.).
82All creatures and objects within medium range are cleaned as the clean function of the Cantrips feat.
83Motes of light fill the air around the caster, causing all creatures in range to be dazzled for 1 round.
84A creature of the caster’s choice has its fingers become thumbs for 1 hour, giving imposing a -1 to hit and to CMD against disarm attempts.
85Calls an animal within close range to spend its actions during its next round to move adjacent to the caster (Will negates). This has no effect on changing the creature’s disposition to the caster.
86A random creature within close range becomes fascinated with the caster for 1 minute (Will negates).
87All creatures within long range with 0 or less hit points begin bleeding out as if dying (Fort negates).
88A creature of the caster’s choice teleports 10 ft. in a random direction (Will negates).
89The caster teleports 10 ft. in a random direction (Will negates).
90As an instantaneous effect, a grease-paint mustache appears on a creature within close range of the caster’s choice.
91All creatures within long range are afflicted with a profusely runny nose for 1 hour per caster level.
92Plantlife spontaneously surround a random creature within close range, entangling (but not immobilizing) it for 1d4 rounds (Reflex negates).
93A creature of the caster’s choice who is within close range becomes fascinated with another creature or unattended object for 1 minute (Will negates).
94A random creature within close range becomes uncontrollably flatulent for 1 minute, suffering a -4 penalty to Stealth checks.
95A nonmagical wooden focus (such as a holy symbol, musical instrument, or wand) that would best reflect the caster’s abilities, personality, or philosophies spontaneously appear in front of the caster. This focus meets the prerequisites for the Focus Casting general drawback and persists for 1 hour.
96For 1 hour, the caster’s fingers become thumbs, imposing a -1 to hit and to CMD against disarm attempts.
97As an instantaneous effect, a dozen six inch nails, one 4 inch nail, and a rusty hammer spontaneously appear adjacent to the caster and begin hammering the nails into a random surface.
98As an instantaneous effect, a handful of animal feed is created adjacent to the caster in a square of the caster’s choice. The type of feed is appropriate to a species of the caster’s choosing.
99A random creature within close range becomes hasted for 1 round as the Time sphere ability.
100A hookah with 1d4+1 hookah hoses and a single dose of tobacco already lit spontaneously appear in front of the caster and remains for 24 hours or until the keif is no longer present in the bowl, whichever comes first.

Major Events

d100Result
1For 1 day per caster level, benefiting from a Life sphere effect or receiving any magical healing nauseates the caster for 1d4 rounds.
2Any affected creature forgets everything that has happened in the last year. This result may be removed per the Amnesia talent of the Mind sphere.
3The caster must succeed on a Fortitude save or be disintegrated, per the disintegrate spell.
4A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not less than caster level appears out of the rift each round for a 1d6 minutes and attacks the caster and his allies.
5As an instantaneous effect, all dead creatures within 10 miles of the caster are animated as skeletons per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These skeletons are hostile to all living creatures.
6The caster incurs the wrath of a powerful being. An Outsider with a CR of the caster’s character level + 4 is sent to kill the caster every day for 1d6 days.
7Once per hour for a number of hours equal to caster level, an earthquake is centered on the caster, as the Earthquake advanced talent of the Nature sphere.
8All allied creatures within long range of the caster must succeed on a Will save or lose all current spell points and spell slots.
9The caster is immediately slain and brought back to life as the reincarnate spell.
10All metal within a long range area of the caster becomes incredibly heavy, multiplying the weight of any metallic objects by 10. This effect lasts for 1 day per caster level.
11The caster uses his base attack bonus in place of his caster level and vise versa for 1 day per caster level.
12A 1-mile radius from the caster’s location at the time the effect is triggered becomes severed from magic, reducing the caster level of all effects in that area by the triggering effect’s caster level. This effect lasts for 1 day per caster level. Effects with a caster level of 0 or lower fail.
13All creatures within long range of the caster must succeed on a Will save or lose all spell points, prepared spells, and spell slots they have remaining.
14An area out to long range of the caster becomes a dead magic zone for 1 year. This effect remains stationary.
15An area out to long range from the caster’s current location becomes magically devoid of breathable air. This effect lasts for 1 day per caster level. This effect remains stationary.
16For 1 day per caster level, all calling, summoning, and teleportation effects within 1 mile of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them.
17Darkness sweeps outward from the caster, reducing light levels by 2 steps in a 1 mile per caster level emanation for 1 round per caster level. All Light sphere effects within this area are automatically dispelled.
18The temperature of an area out to 1 mile per caster level of the caster at the moment the effect is cast is permanently increased by 1d4 steps (per the Weather sphere) from its normal conditions.
19The temperature of an area out to 1 mile per caster level of the caster at the moment the effect is cast is permanently decreased by 1d4 steps (per the Weather sphere) from its normal conditions.
20All creatures within long range of the caster are bull rushed toward the caster, using the caster level + the caster’s CAM with an additional +20 untyped bonus for the CMB.
21All creatures within close range of the caster must succeed on a Fortitude save or become staggered. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
22All creatures within long range of the caster at the time of the effect suffer an increase to wild magic chance of all spells and sphere effects of 100% for 1 hour per level.
23All creatures within medium range of the caster must succeed on a Fortitude save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 hour per caster level.
24All creatures within close range must succeed on a Will save or have their base attack bonus reduced to 0 for 1 hour per caster level.
25The caster loses all memory of the past year. These memories cannot be restored by any means.
26The caster gains the Extended Casting drawback, but not its benefits, for 1 day per caster level.
27The caster loses all current spell points.
28The caster and all allies within long range are shifted 1 month into the future, staying in their same locations (or the nearest open spaces).
29The sun is blocked and provides no illumination in a 1 mile per caster level radius of the caster for 1 day per caster level. This effect remains stationary.
30The planar boundaries are weakened in an area in a 1 mile per caster level radius of the caster. All creatures who possess the casting class feature in that area are treated as possessing the Summoning advanced talent of the Conjuration sphere for 1 hour per caster level.
31The caster takes 10 points of untyped damage per caster level. A Fortitude save reduces this damage by half.
32All creatures within close range of the caster must succeed on a Fortitude save or become blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
33An area out to long range from the caster’s location becomes overwhelmed with magic, all effects in that area receiving an enhancement bonus to caster level equal to the triggering effect’s caster level/4 (minimum 1), but also having all wild magic chances increased by 25%. This effect lasts for 1 day per caster level.
34All creatures within close range of the caster take 2d6 Constitution drain. A successful Fortitude save halves this drain. A creature slain by this effect immediately rises as an uncontrolled zombie.
35The caster must succeed on a Fortitude save or receive ability drain to all abilities sufficient to reduce each ability to 1.
36As an permanent effect, the area within a close range burst of the target or center of the target area has gravity reversed, as the Reverse Gravity* advanced talent of the Enhancement sphere.
37All creatures within long range of the caster must succeed on a Fortitude save or be reduced to 1 hit point. This has no effect on creature already below 1 hit point.
38The caster gains fast healing equal to caster level for one minute. This healing can cause the caster’s hit points to exceed his normal maximum hit points. Each round the caster has a number of hit points greater than twice his normal maximum, he must succeed on a Fortitude save with a DC equal to 10 + the number of hit points above his maximum or explode in a shower of gore, dying instantly.
39The caster and all allies within long range are teleported to the location of the caster’s birth. This effect functions even across planar boundaries.
40As an instantaneous effect, all dead creatures within 1 mile of the caster are animated as zombies per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These zombies unerringly seek out the caster to attack him until destroyed.
41Shadow twins of all creatures within medium range appear adjacent to the creature they are copies of. These twins possess all of the original’s abilities and equipment, though only 1/2 their hit points. These twins attempt to harm the original creature to the best of their ability for 1 minutes per caster level or until slain. Each twin, with all of its equipment, disappears when slain or the effect expires. Any non-instantaneous effect originating from a twin end when it disappears.
42The caster gains the Addictive Casting drawback, but not its benefits, for 1 day per caster level.
43The caster receives a number of temporary negative levels equal to the effect’s caster level/2.
44All creatures on the plane the caster is presently on lose all memory of the caster permanently. This does not prevent them from gaining knowledge again (such as by reading a book or encountering the caster).
45The caster’s creature type is changed to undead as an instantaneous effect. Appearance shifts to suit (gaunt, pale, grave odors, etc.).
46All creatures within close range of the caster must succeed on a Will save or be forced to roll twice and take worst on all d20 rolls for 24 hours.
47For 1 day per caster level, all effects cast within close range of the caster have their wild magic chance increased by 100%.
48Magical detonations surround the caster. All creatures within medium range of the caster must succeed on a Reflex save or take 1 point of untyped damage per caster level/2 (minimum 1) each round for 1 minute per caster level. A new save is permitted each round. A successful save ends the effect on a given creature. This effect remains stationary.
49Hail rains from the sky in a 1 mile per caster level radius, dealing 1 point of bludgeoning damage per caster level per round to all exposed creatures and objects for 1 minute per caster level. This effect remains stationary.
50A volcano appears centered on the caster, as the Volcano advanced talent of the Nature sphere.
51Roll twice on this table and choose the result. Ignore any results requiring further rerolls.
52Roll twice on this table and take both results. Ignore any results requiring further rerolls.
53All hostile creatures within long range of the caster must succeed on a Will save or lose all current spell points and spell slots.
54Each time the caster attempts to cast a sphere effect, he must roll 1d20 and subtract the result from his caster level. If this would reduce the caster level below 1, the effect fails and the action and spell points are lost. This effect lasts for 1 day per caster level.
55The caster’s creature type is changed to plant as an instantaneous effect. Appearance shifts to suit (green and brown coloration, leaves instead of hair, etc.). If the caster did not have a Constitution score previously, it is set to 10.
56For 1 day per caster level, the caster’s wild magic chance increases by 100%.
57The caster emits an aura that impedes the base sphere or spheres of the triggering effect. This aura has a radius equal to 10 ft. per caster level. Any creature attempting to use an impeded sphere must make a magical skill check against the caster’s MSD or have the effect fail. This aura lasts for 1 day per caster level.
58The caster must succeed on a Fortitude save or become mindless (Intelligence -) for 24 hours. The caster retains general attitudes toward known creatures but otherwise may only act on an instinctual level.
59All creatures within close range of the caster must succeed on a Fortitude save or be turned to stone as the Fleshcraft advanced talent of the Creation sphere. This is an instantaneous effect.
60All creatures within close range of the caster are shunted into an empty demiplane, as the Create Demiplane advanced talent of the Warp sphere. The hostile creature with the highest Hit Dice may determine the planar traits of this demiplane. If no hostile creatures are affected, a random creature may instead determine the planar traits. All affected creatures are trapped in the demiplane for 1 round per caster level.
61The caster suffers an increase to wild magic chance of all sphere effects of 100% for 1 hour per level.
62The caster becomes completely imperceptible to his allies for 1 day per caster level. The results of the caster’s actions can be perceived (such as creating a wall of stone or slaying an enemy) but the caster, the caster’s equipment, and any magical signs or effect originating from the caster are invisible, inaudible, and immune to any special senses or divinations.
63A wave appears centered on the caster, traveling in a random direction, as the Tsunami advanced talent of the Nature sphere.
64The temperature of an area out to 10 miles per caster level of the caster at the moment the effect is cast is permanently decreased by 1 step (per the Weather sphere) from its normal conditions.
65All allied creatures within long range of the caster shrink as the Size Change talent of the Alteration sphere for 1 day per caster level. This effect gains a +5 bonus to MSD to resist being dispelled or to checks to overwrite it with another polymorph effect.
66An earthquake is centered on the caster, as the Earthquake advanced talent of the Nature sphere.
67The caster returns to the place and moment he previously finished resting, with complete knowledge of the events that transpired since then.
68Roll again on this table. The result occurs, but is delayed 1d6 days. Ignore any results requiring further rerolls.
69The caster becomes confused. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
70An area out to long range from the caster’s location becomes imbued with fire, dealing 1d6 points of fire damage per 5 caster levels (minimum 1d6) each round to all creatures and objects in the area. This effect lasts for 1 day per caster level.
71The caster becomes blind. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
72Fire rains from the sky in a 1 mile per caster level radius, dealing 1 point of fire damage per caster level to all exposed creatures and objects for 1 minute per caster level and igniting any flammable objects.
73All spell and sphere effects within 1 mile per caster level of the caster end as if dispelled by the Counterspell feat.
74The temperature of an area out to 10 miles per caster level of the caster at the moment the effect is cast is permanently increased by 1 step (per the Weather sphere) from its normal conditions.
75For 1 day per caster level, the caster takes a -20 penalty on all initiative checks.
76One huge elemental per caster level is called to within long range of the caster. These elementals are hostile to all creatures other than other elementals of the same type and attack the nearest to the best of their ability. Roll 1d4 to determine the elemental type for all of the elementals, 1 - air, 2 - earth, 3 - fire, 4 - water.
77The caster makes a single magical skill check against all effects within long range to dispel them as if using the Counterspell feat with a +4 bonus on the check. This is resolved after the triggering effect.
78An area out to 2 miles of the caster is plunged into darkness as the Dark sphere with both the Pure Darkness talent and the Midnight advanced talent. This effect remains stationary and persists for 1 day per caster level.
79As an instantaneous effect, the caster gains the form of a Tiny, harmless animal of the GM’s choice. Apply the Size Change and Animalistic Transformation talents to determine statistics.
80All unattended, non-magical objects within close range of the caster are disintegrated as the disintegrate spell, including the ground.
81All creatures within medium range take 10 points of untyped damage per caster level. A Fortitude save negates this damage.
82Each day, the caster loses the ability to remember anything that occurred since the last time he rested to regain spell points. This is a permanent effect that may not be removed by any means short of divine intervention.
83The caster is warped as the True Teleport advanced talent of the Warp sphere to the caster’s place of birth (or activation or creation, as appropriate). This effect may force the caster to cross planar boundaries.
84All creatures within medium range of the caster must succeed on a Will save or be affected by the brutal rage option of the Greater ability of the Hostility (charm) talent of the Mind sphere for 1 round per caster level. A new save is granted to end the effect on an individual creature the first time that creature takes damage each round.
85Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
86The caster becomes stunned. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
87An exact copy of the caster is created adjacent to the caster one minute after the next time the caster finishes resting to regain spell points. This copy retains all the caster’s memories and knowledge and is compelled to kill and replace the original. The copy possesses copies of all the caster’s equipment at the time of creation, but these items do not function for any creature but the copy. If the copy is successful or if it is slain, the equipment becomes nonmagical and disappears within the hour.
88The caster becomes nauseated. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
89The caster’s creature type is changed to dragon as an instantaneous effect. Appearance shifts to suit (hairless, scales, etc.). If the caster did not have a Constitution score previously, it is set to 10.
90Every time a spell or sphere effect is cast in a 1-mile per caster level radius of the caster for 1 hour per caster level, roll 1d20. If an odd number is rolled, subtract the result from the caster level of the effect (minimum 1); if an even number is rolled, add the result to the caster level of the effect. This result must be rolled after the caster chooses the effect’s caster level.
91The caster emits an aura that impedes all spheres but the base sphere or spheres of the triggering effect. This aura has a radius equal to 10 ft. per caster level. Any creature attempting to use an impeded sphere must make a magical skill check against the caster’s MSD or have the effect fail. This aura lasts for 1 day per caster level.
92The next time the caster is targeted by an attack roll, all creatures within long range must succeed on a Will save against the powerful charm effect of the Sleep charm as if cast by the caster.
93Each round for hour, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
94All creatures within long range of the caster are bull rushed away from the caster, using the caster level + the caster’s CAM with an additional +10 untyped bonus for the CMB. All objects instead take 1d6 per caster level untyped damage that deals full damage to objects.
95All effects granting insight, luck, resistance, profane, and sacred bonuses within long range immediately end as if dispelled with the Counterspell feat (including suppressing items) and all creatures within that range are unable to benefit from any of those bonuses. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
96All creatures within close range of the caster must succeed on a Fortitude save or be reduced to 1 hit point.
97A forest appears centered on the caster, as the change terrain function of the Rapid Growth advanced talent of the Nature sphere.
98All magic items (except artifacts) that grant a continuous effect within long range of the caster have their effects suppressed for 1 minute per caster level.
99The caster’s base attack bonus is reduced to 0 for 1 hour per caster level.
100All creatures within 1 mile per caster level of the caster lose all remaining spell points and spell slots. These can be regained later by normal means.

Alteration

d100Result
1The effect fails and the target or targets become immune to polymorph effects for 1 round per caster level.
2The target switches sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent of the Life sphere or other similar magic.
3There is a 50% chance each round that the shapeshift will have no effect that round. This does not end the effect or alter the effect’s duration.
4All creatures within close range of the target gain the swallow whole ability for 1 round per caster level. They may swallow creatures up to one size smaller than themselves and deal 1d6 points of damage plus 1d6 per 5 caster levels acid damage. This stacks with other polymorph effects.
5All creatures within close range of the target must succeed on a Fortitude save or switch sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
6Any creature within close range of the caster must succeed on a Fortitude save or gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
7Any creature within close range of the target must succeed on a Fortitude save at the original DC or gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
8Any natural attacks granted to the target by the effect only deal nonlethal damage.
9Any target must succeed on a Fortitude save gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
10The caster gains the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
11The caster chooses one random allied creature within range that would be a valid target. That creature becomes the target, receiving the same options the original target would have received. The original target is unaffected.
12The caster chooses one creature or object in range that would be a valid target. That creature or object becomes an additional target, receiving the same options the original target would have received.
13The GM chooses one random creature or object in range that would be a valid target. That creature or object becomes the target, receiving the same options the original target would have received. The original target is unaffected.
14One random hostile creature within range that would be a valid target becomes the target, receiving the same options the original target would have received. The original target is unaffected.
15One weapon wielded by the target becomes an animal of the GM’s choice per the Transform Object advanced talent for 1d6 rounds. The animal is hostile toward the target.
16(Combat) The caster grows one size plus one size per 5 caster levels per the Size Change talent. This lasts 1d6 rounds, stacks with other polymorph effects, and overrides any other Size Changes from a polymorph effect.
17(Combat) The caster shrinks one size plus one size per 5 caster levels per the Size Change talent. This lasts 1d6 rounds, stacks with other polymorph effects, and overrides any other Size Changes from a polymorph effect.
18The caster switches sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
19The casting time decreases one step.
20The casting time increases 1 step.
21The duration of the effect increases as if cast with the Extend Spell metamagic feat.
22The target gains an additional +2 bonus to natural armor for the duration of the effect.
23The target grows additional arms for the duration of the effect. These arms are non-functional, granting no bonuses any abilities, cannot wield weapons or hold or manipulate objects, and impose a -2 penalty on all Dexterity-based checks.
24The target grows an additional sets of legs for the duration of the effect. These legs are non-functional, granting no bonuses to speed, CMD, or other ability and impose a -2 penalty on all Dexterity-based checks.
25The target is covered in ears for the duration of the effect, granting a +4 competence bonus to sound-based Perception checks, but imposing a -4 penalty on saves against sonic effects.
26The target is covered in eyes for the duration of the shapeshift, granting a +4 competence bonus to vision-based Perception checks and immunity to flanking, but imposing a -4 penalty on saves against effects with the pattern and light descriptors and effects of the Light sphere.
27The target loses most of its skin for the duration of the effect, taking a -4 penalty against effects with the pain descriptor or that cause disease.
28The target may choose the granted form and traits, temporarily gaining knowledge of all available options when making the selection.
29The target may decline any or all granted traits.
30Effect receives a +2 bonus to caster level.
31Effect receives a -4 penalty to caster level (minimum 1).
32The caster is covered in mouths for the duration of the shapeshift, granting a +4 competence bonus to taste-based Perception checks, but imposing a -4 penalty on saves against effects that require breathing, such as gaseous attacks. Whenever the caster deals unarmed damage to a target, the damage dealt increases by 1d8 and becomes bludgeoning, slashing, and piercing.
33For 1 hour per caster level, the caster’s appearance is hideously twisted, inflicting a -4 penalty on all Charisma-based skill checks except for Intimidate, which receives a +2 circumstance bonus.
34The caster gains the plant creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
35The caster makes a single magical skill check against all Alteration sphere effects and effects of the polymorph subschool within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
36All creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
37All allied creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
38All hostile creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
39All creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
40All creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
41(Combat) All hostile creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
42(Combat) All hostile creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
43All allied creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
44All allied creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
45The caster grows as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
46The caster shrinks as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
47The caster’s arms and legs are replaced by tentacles for 1 minute per caster level. These tentacles may supply somatic components, wield weapons and shields, and use items as the caster’s normal limbs. The caster’s speed is not changed. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small).
48The caster’s arms and legs are replaced by tentacles for 1 round per caster level. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The caster’s base speed is 10 ft. and gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
49All creatures of the animal type within long range are affected by the humanoid (not hybrid) option of the Anthropomorphic Transformation talent for 1 hour, appearing as the dominant humanoid race in the area. This does not grant any additional traits.
50The caster makes a single magical skill check against all Alteration sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
51The caster makes a single magical skill check against all Alteration sphere and polymorph subschool effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
52The caster gains the form of a Tiny, harmless animal of the GM’s choice for 1 minute per caster level. Apply the Size Change and Animalistic Transformation talents to determine statistics.
53The target appears as a juvenile version of the form it would have gained for the duration of the effect. Reduce size by 1 category per the Size Change talent. The target gains a +2 circumstance bonus on all Charisma-based skill checks while under this effect, except for Intimidate, which takes a -2 penalty.
54The caster grows an additional head for 1 minute per caster level, allowing him to concentrate on a single effect as a swift action.
55For 1 round, the caster’s eyes are sealed over, blinding him.
56For 1 minute, the caster loses his vocal chords and is unable to speak.
57For 1 minute per caster level, the caster’s ears (or equivalent) are deformed, rendering him deaf.
58For 1 round per caster level, the caster’s body is twisted, staggering him.
59For 1 round per caster level, the caster’s body is twisted, nauseating him.
60For 1 round per caster level, the target’s body is twisted, staggering it.
61For 1 round per caster level, the target’s body is twisted, nauseating it.
62The target’s eyes are sealed over, blinding it for the duration of the effect.
63The target loses its vocal cords and is unable to speak for the duration of the effect.
64The target’s ears (or equivalent) are deformed for the duration of the effect, rendering it deaf.
65The target’s arms and legs are replaced by tentacles for the duration of the effect. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The target’s base speed becomes 10 ft. and it gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
66The target shrinks as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
67The caster’s skin thickens, granting a +2 natural armor bonus for 1 minute. This stacks with other sources of natural armor.
68The target’s natural armor bonus is reduced by half the effect’s caster level (minimum 1) for the duration of the effect, to a minimum of 0 natural armor.
69For 1 hour, the caster loses all traits (other than basic shape, speed, and normal vision) granted by his race as if under the effects of a polymorph effect that alters form (such as darkvision, natural armor, natural attacks, etc.), though his form does not change.
70For 1 round per caster level, the caster loses his head (or equivalent), rendering him blind, deaf, and mute, but also making him immune to the effects of the vorpal weapon enchantment.
71For the duration of the effect, the target grows a shiny carapace that makes clicking noises when it moves, imposing a penalty of Stealth checks equal to half of the effect’s caster level.
72For 1 hour, the caster grows a shiny carapace that makes clicking noises when it moves, imposing a penalty of Stealth checks equal to half of the effect’s caster level.
73For 1 minute, the caster has his Intelligence reduced as by the Animal Mind talent.
74For 1 hour, any natural attacks the caster possesses become rounded and soft and deal only nonlethal bludgeoning damage with damage die reduced by one size.
75The target loses any natural attacks it possesses or would be granted for the duration of the effect.
76The caster loses any natural attacks he possesses or would be granted for 1 hour.
77(Combat) All creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
78(Combat) All creatures within close range of the caster have any natural attack they possess become rounded and soft and deal only nonlethal bludgeoning damage with damage die reduced by one size.
79All hostile creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
80(Combat) All allied creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
81The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
82The caster is fatigued.
83The caster is exhausted.
84(Combat) The caster is stunned for 1 round.
85(Combat) The caster is dazed for 1 round.
86(Combat) The caster is nauseated for 1 round.
87Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
88Roll again on the Universal wild magic table.
89The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
90The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
91The caster loses access to this sphere for 1d6 rounds.
92The caster gains knowledge of one talent of his choice from this sphere for 1 round.
93The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
94The effect fails and the action is lost. Spell points or spell slots are lost.
95The effect fails and the action is lost. Spell points or spell slots are not lost.
96The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
97The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
98The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
99The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
100Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.

Blood

d100Result
1For 1 minute per caster level, the casters gains a +1 bonus to attack rolls and caster level while taking bleed damage. This increases by +1 for every 10 character levels.
2The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
3For 1 hour per caster level, the caster gains a hunger for blood. The caster gains a bite attack (primary, 1d6 medium, 1d4 small) and the Blood Thirst feat for the duration of this effect. Every hour spent without using this feat causes the caster to suffer 2 points of Constitution damage.
4For 10 minutes per caster level, whenever the caster spends a spell point, all creatures within 30 ft. take bleed damage equal to half the caster’s Hit Dice for a number of rounds equal to caster level. This bleed damage may be stopped with a DC 15 heal check or any amount of healing.
5The caster takes 1d4 points of Constitution drain (or Charisma drain, if the caster has no Constitution score) and a blood elemental is created in an adjacent space. This elemental is of the largest size possible based on caster level and serves the caster. This elemental remains for 1 minute per caster level and does not count against the total hit dice of blood elementals the caster may control.
6For 10 minutes per caster level, whenever the caster spends a spell point, he takes bleed damage equal to half his Hit Dice for a number of rounds equal to caster level. This bleed damage may be stopped with a DC 15 heal check or any amount of healing.
7(Combat) All creatures hostile within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
8For 1 minutes per caster level, the caster leaves a trail per the spell point option of the Slick talent, even if not suffering from bleed damage.
9For 1 round per caster level, all creatures within 20 ft. of the caster (excluding the caster) have their blood turned highly acidic, dealing 1 acid damage per caster level per round. If a creature is suffering bleed damage, all adjacent creatures and objects suffer this acid damage as well. Multiple sources of this damage do not stack.
10All allied creatures within 30 ft. of the caster must succeed on a Fortitude save or dissolve into a puddle of blood until the start of their next turn. In this form, they gain immunity to bludgeoning, electricity, piercing, and slashing damage, gain vulnerability to cold and fire damage, and are only able to take mental-only actions. Such creatures have no control over their movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
11(Combat) For 1 round per caster level, the ground within 30 ft. of the target or center of the target area becomes covered in sticky blood, creating difficult terrain.
12(Combat) For 1 round per caster level, all susceptible hostile creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
13All creatures within 30 ft. of the caster must succeed on a Fortitude save or take 1d4 Constitution damage and emit a wave of blood that bullrushes all creatures within 20 ft. directly away, with a CMB equal to caster level + CAM. This does not provoke attacks of opportunity.
14For 10 minutes per caster level, the caster drips blood, suffering the effects of the Slick talent, even if not suffering from bleed damage.
15Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
16For 1 round per caster level, the caster becomes a mist of blood per the mist form ability of the bloodscarred archetype of the symbiat class.
17All creatures within 30 ft. of the caster must succeed on a Fortitude save or take 1d2 Constitution damage and be shot 10 ft. + 10 ft. per 5 caster levels into the air on a pillar of pressurized blood. The pillar remains until the start of the caster’s next turn. Creatures on the pillar must succeed on a concentration check with a DC of 15 + caster level to cast a spell or perform any task requiring concentration. At the end of this result’s effect, creatures unable to fly fall, taking falling damage according to the pillar’s height. Creatures may move off the pillar if they succeed on a Reflex save but count as starting from prone.
18For 1 round per caster level, all creatures within 120 ft. of the caster that take bleed damage have their blood turn black. Any bleed damage they take becomes negative energy damage.
19The caster becomes immune to blood control for 1 minute per caster level; any ongoing blood control effects on the caster end immediately.
20The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
21The caster takes 1d4 Constitution damage and emits a wave of blood that bullrushes all creatures within 20 ft. directly away, with a CMB equal to caster level + CAM. This does not provoke attacks of opportunity.
22The effect fails and the action is lost. Any SP spent are lost.
23(Combat) For 1 round per caster level, all allied creatures within 100 ft. of the caster take a -2 penalty to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 7 caster levels.
24The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
25(Combat) For 1 round per caster level, the blood of all creatures within 30 ft. of the caster thickens, reducing any bleed damage taken by half but imposing a -10 ft. penalty on all movement modes and a -2 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks.
26(Combat) For 1 round per caster level, all creatures within 100 ft. of the caster gain a +1 bonus to attack rolls and caster level while taking bleed damage. This bonus increases by +1 for every 7 caster levels.
27For 10 minutes per caster level, the caster may squirt blood from his eyes, mouth, etc., granting a +1 circumstance bonus on Intimidate checks. This bonus increases by +1 at caster level 5 and every 5 caster levels thereafter.
28Until the start of his next turn, the caster dissolves into a puddle of blood. In this form, the caster gains immunity to bludgeoning, electricity, piercing, and slashing damage, gains vulnerability to cold and fire damage, and is only able to take mental-only actions. The caster has no control over his movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
29All ongoing bleed damage affecting hostile creatures within 60 ft. of the caster immediately stops as if targeted by the coagulate (still) ability. This result is resolved after the triggering effect
30For 1 hour, the caster may choose to dissolve into a puddle of blood or return to his normal form as a move action. In this form, the caster gains immunity to bludgeoning, electricity, piercing, and slashing damage, gains vulnerability to cold and fire damage, and is only able to take mental-only actions. The caster has no control over his movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
31The effect fails, but the action is not lost. Any SP spent are lost.
32(Combat) For 1 round per caster level, blood rains down in a 60 ft. radius around the caster. This thick red rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 ft. away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). In addition, the ground within this area becomes slick, and counts as difficult terrain.
33Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
34(Combat) For 1 round per caster level, the caster’s eyes begin bleeding, blinding the caster. This blood can be wiped away as a move action, removing the blindness until the end of the caster’s turn.
35(Combat) The caster takes 1d4 Constitution damage and emits a line of blood that bullrushes and trips all creatures in a line 10 ft. long per caster level and 5 ft. wide + 5 ft. per 5 caster levels, with a CMB equal to caster level + CAM. The caster may chose the direction of this line. This does not provoke attacks of opportunity.
36For 1 minute per caster level, an enormous mosquito swarm covers a 120 ft. radius around the caster. This swarm has the statistics of a normal mosquito swarm, but has hit points equal to caster level x 10. The swarm remains stationary.
37The caster gains knowledge of one talent of his choice from this sphere for 1 round.
38For 10 minutes per caster level, the caster is sickened whenever within 30 ft. of a creature taking bleed damage.
39(Combat) For 1 round per caster level, all susceptible creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
40Roll again on the Universal wild magic table.
41For 1 hour, any creature that is slain within 120 ft. of the caster explodes in a shower of gore. Any creature with 30 ft. of the slain creature is nauseated for 1 round and sickened for 1 minute thereafter. Individual creatures can only be affected by this result once per 24 hours.
42As an instantaneous effect, all water within 400 ft. of the caster is turned to blood.
43For 1 minute per caster level, the caster is pursued by a mosquito swarm. This swarm appears adjacent to the caster and attempts to enter the caster’s space to the best of its ability.
44For 1 minute per caster level, the caster becomes a blood elemental. Treat this as the water elemental option of the Alteration sphere’s Elemental Transformation, with the addition of the blood construct’s absorb blood ability. No additional Alteration sphere traits may be added to this effect. This is a polymorph effect.
45The casting time increases by 2 steps.
46As an instantaneous effect, all drops of blood within 30 ft. of the caster transforms into a spider. A swarm of spiders is created sharing the space of every creature within this radius that is suffering bleed damage, below half hit points and not immune to bleed damage, or that has died in the past hour and was not immune to bleed damage.
47(Combat) For 1 round per caster level, all susceptible allied creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
48(Combat) For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the caster. This result follows the caster.
49For 1 hour per caster level, all blood within 400 ft. of the caster glows. Creatures susceptible to blood control shed light as a candle. Creatures suffering from bleed damage shed light as a torch. Anyone attempting to follow the trail of a creature suffering bleed damage gain a +10 circumstance bonus to their survival check to track as long as the trail is within this area.
50Effect receives a -4 penalty to caster level (minimum 1).
51(Combat) The caster is dazed for 1 round.
52For 10 minutes per caster level, whenever the caster takes slashing or piercing damage originating from a creature within 20 ft., that creature must succeed on a Reflex save or a blinded by the spray of blood. This blindness continues until the creature spends a standard action or two move actions wiping it away.
53For 1 round per caster level the caster’s blood becomes highly acidic, dealing 1 acid damage per caster level per round. If the caster is suffering bleed damage, all adjacent creatures and objects suffer this acid damage as well. Multiple sources of this acid damage do not stack.
54As an instantaneous effect, all blood within 400 ft. of the caster that is not contained inside a creature is turned to water.
55All creatures within 30 ft. of the caster must succeed on a Fortitude save or dissolve into a puddle of blood until the start of their next turn. In this form, they gain immunity to bludgeoning, electricity, piercing, and slashing damage, gain vulnerability to cold and fire damage, and are only able to take mental-only actions. Such creatures have no control over their movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
56The caster makes a single magical skill check against all Blood sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
57(Combat) For 1 round per caster level, all weapon attacks made within 60 ft. of the caster deal additional bleed damage equal to 1/4 caster level (minimum 1). This does not stack with any other bleed damage they may deal.
58For 1 round per caster level, all bleed damage within 30 ft. of the caster is doubled.
59(Combat) For 1 round per caster level, the ground within 30 ft. of the caster becomes covered in sticky blood, creating difficult terrain.
60The caster makes a single magical skill check against all Blood sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
61For 1 minute per caster level, the caster leaves a trail of burning blood behind, dealing 1 fire damage per caster level to any creature that enters a square the caster has left since the start of the casters last turn.
62The caster takes 1d4 points of Constitution drain (or Charisma drain, if the caster has no Constitution score) and a blood elemental is created in an adjacent space. This elemental is of the largest size possible based on caster level and is hostile toward the caster. This elemental remains for 1 minute per caster level and does not count against the total hit dice of blood elementals the caster may control.
63For 1 hour per caster level, the caster leaves a trail of blood. This trail gives a +5 circumstance bonus to any creature attempting to track the caster. This bonus is doubled if the creature possesses the scent ability. Additionally, the blood trail may attract predatory creatures as appropriate to the environment.
64For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. Any creature that enters or starts its turn within this area takes 1 fire damage per caster level. This result remains stationary.
65(Combat) For 1 round per caster level, the ground within 30 ft. of the caster becomes covered in blood, causing all creatures within this area to slip as per the Slick talent. This effect moves with the caster.
66For 1 minute per caster level, the caster experiences a rush of empowered blood, gaining a +10 circumstance bonus to all non-magical movement speeds.
67The effect fails and the action is lost. Any SP spent are not lost.
68Effect receives a +2 bonus to caster level.
69(Combat) The caster takes 1d4 Constitution damage and emits a line of blood that bullrushes and trips all creatures in a line 10 ft. long per caster level and 5 ft. wide + 5 ft. per 5 caster levels, with a CMB equal to caster level + CAM. The direction of this line is chosen randomly using the thrown splash weapon miss rules. This does not provoke attacks of opportunity.
70For 10 minutes per caster level, the caster takes a -1 bonus to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 5 character levels.
71For 10 minutes per caster level, the caster’s blood thickens, reducing any bleed damage taken by half but imposing a -10 ft. penalty on all movement modes and a -2 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks.
72The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
73(Combat) For 1 round per caster level, all creatures within 100 ft. of the caster take a -1 penalty to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 7 caster levels.
74(Combat) The caster is stunned for 1 round.
75The caster is exhausted.
76For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. This result remains stationary.
77The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
78The casting time decreases by 1 step.
79The caster loses access to this sphere for 1 minute per caster level.
80For 1 round per caster level, all bleed damage within 30 ft. of the caster is halved.
81The casting time increases by 1 step.
82(Combat) For 1 round per caster level, the ground within 30 ft. of the target or targets becomes covered in blood, causing all creatures within this area to slip as per the Slick talent. This effect remains stationary.
83(Combat) The caster is nauseated for 1 round.
84The caster begins taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
85The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
86(Combat) For 1 round per caster level, all hostile creatures within 100 ft. of the caster gain a +2 bonus to attack rolls and caster level while taking bleed damage. This bonus increases by +1 for every 7 caster levels.
87For 1 minute per caster level, the caster leaves a trail of acidic blood behind, dealing 1 acid damage per caster level to any creature that enters a square the caster has left since the start of the casters last turn.
88(Combat) For 10 minutes, any bludgeoning, piercing, or slashing damage dealt within 100 ft. of the caster results in gratuitously large spray of blood. This has no mechanical effect. Any creature reduced to 0 or fewer hit points within this area that would be susceptible to the caster’s blood control has a 10 ft. radius around their space filled with blood, making it difficult terrain. This difficult terrain lasts for the duration of this result.
89All ongoing bleed damage within 60 ft. of the caster immediately stops as if targeted by the coagulate (still) ability.
90As an instantaneous effect, any creature currently under the effects of a disease, poison, or potion and suffering from bleed damage immediately has the disease, formulae, potion, or poison effects end as the cause is drawn from its blood.
91The casting time decreases by 2 steps.
92For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. Any creature that enters or starts its turn within this area takes 1 acid damage per caster level. This result remains stationary.
93For 1 minute per caster level, all creatures within 6- ft. of the caster experiences a rush of empowered blood, gaining a +10 circumstance bonus to all non-magical movement speeds.
94All creatures allied within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
95For 10 minutes per caster level, whenever the caster deal slashing or piercing damage to a creature within 20 ft., the caster must succeed on a Reflex save or a blinded by the spray of blood. This blindness continues until the caster spends a standard action or two move actions wiping it away.
96The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
97For 10 minutes per caster level, all creatures that die within 60 ft. of the caster have their blood extracted to create a blood construct per the Extract Blood Construct talent. Constructs created this way are hostile toward the caster and do not count against the number of Hit Dice of constructs he can control.
98The caster is fatigued.
99All creatures within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
100(Combat) For 1 round per caster level, the caster acts as if under the effects of the Blood Puppet talent, controlled by the nearest intelligent (INT greater than 2) hostile creature. The controlling creature is aware of this and intuitively knows how to use this ability.

Conjuration

d100Result
1(Combat) The caster is stunned for 1 round.
2For the duration of the effect, the summoned or called creature gains resistance to electricity equal to your caster level. This stacks with any resistance it already possesses.
3For the duration of the effect, all the summoned or called creature’s natural attacks have their damage die size increased one step.
4The summoned or called creature is one size smaller than normal, per the Altered Size (form) talent, to a minimum size of Fine. This may decrease the companions size beyond the limits of Altered Size, granting an additional -2 Strength and +2 Dexterity per additional size category.
5The caster is fatigued.
6The summoned or called creature appears with its Hit Dice minimized (1 hit point per Hit Die before Constitution and other bonuses).
7For the duration of the effect, the summoned or called creature gains vulnerability to cold.
8Effect receives a -4 penalty to caster level (minimum 1). This penalty may decrease your companion’s Hit Dice.
9For the duration of the effect, the summoned or called creature leaves a trail of foul smelling slime. This slime persists until washed away or otherwise cleansed.
10The summoned or called creature is distrustful of the caster and attempts to resist any effects the caster uses on it and does not benefit from flanking or aid another bonuses from the caster.
11For the duration of the effect, all effects dependent on alignment treat the summoned or called creature as if it had no alignment subtypes and a true neutral alignment.
12The summoned or called creature is one size larger than normal, per the Altered Size (form) talent, to a maximum size of Colossal. This may increase the creature’s size beyond the limits of Altered Size, granting an additional +4 Strength, -2 Dexterity, and +2 Constitution per additional size category.
13For the duration of the effect,the first time each round that the summoned or called creature received damage from any source, it must succeed on a Fortitude save with a DC equal to the damage dealt or be banished. The creature may be summoned or called again as normal.
14(Combat) The summoned or called creature becomes staggered for 1 round per caster level.
15The caster gains knowledge of one talent of his choice from this sphere for 1 round.
16The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
17For the duration of the effect, the summoned or called creature is invisible to the caster.
18The summoned or called creature is mindless (Intelligence -) until banished, dismissed, or slain.
19(Combat) The summoned or called creature becomes shaken for 1 round per caster level.
20Effect receives a +2 bonus to caster level. This bonus may increase your companion’s Hit Dice.
21The casting time increases by 1 step.
22The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
23The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
24For the duration of the effect, the summoned or called creature is completely undetectable by the caster.
25For each summoned or called creature, a duplicate creature also appears, identical to original. The second creature is uncontrollably violent toward the first and attacks immediately and implacably.
26Roll again on the Universal wild magic table.
27Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
28The effect fails and the action is lost. Spell points or spell slots are not lost.
29The summoned or called creature gains regeneration 1/ fire or acid. This stacks with any regeneration it may already possess.
30For the duration of the effect, the summoned or called creature gains vulnerability to nonlethal damage.
31For the duration of the effect, the summoned or called creature is staggered for 1 round any time it received damage.
32For the duration of the effect, all effects dependent on alignment treat the summoned or called creature as if it had alignment subtypes and alignment opposed to its actual alignment (choose randomly for true neutral creatures).
33For the duration of the effect, the summoned or called creature may roll twice and take the better result on any save to prevent being dismissed or banished. If an effect that would dismiss or banish the creature does not normally allow a save, the creature may attempt a save to negate the effect.
34The summoned or called creature is two sizes larger than normal, per the Altered Size (form) talent, to a maximum size of Colossal. This may increase the creature’s size beyond the limits of Altered Size, granting an additional +4 Strength, -2 Dexterity, and +2 Constitution per additional size category.
35For the duration of the effect, the summoned or called creature gains vulnerability to sonic.
36For the duration of the effect, the summoned or called creature is deaf.
37The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
38The summoned or called creature gains fast healing 1 + 1 per 5 CL. This stacks with any fast healing it may already possess.
39(Combat) The caster is dazed for 1 round.
40For the duration of the effect, the summoned or called creature gains resistance to sonic equal to your caster level. This stacks with any resistance it already possesses.
41The caster is merged with the summoned or called creature for 10 minutes per caster level. The summoned or called creature retains all mental ability scores, feats, base saving throw bonuses, and casting ability but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from race) of the caster. The caster does not retain any feats or casting ability he would have and the companion does not retain any abilities derived from physical form (natural attacks, breath weapons, fast healing, regeneration, etc.). The caster issue mental instructions to the summoned or called creature, but has no direct control.
42For the duration of the effect, the summoned or called creature is confused for 1 round any time it received damage.
43The summoned or called creature automatically deals nonlethal damage with all attacks, abilities, and sphere effects for the duration of the summon.
44The summoned or called creature arrives in the chosen space 1 hour after the effect is cast. If the caster attempts to summon or call the same creature again during this time, the casting fails.
45The summoned or called creature and the caster are empathically linked, splitting all damage either receives evenly between them regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
46For the duration of the effect, the summoned or called creature cannot regain hit points or have ability damage, ability drain, or negative levels removed by any means.
47For the duration of the effect, the summoned or called creature laughs loudly almost incessantly, making Stealth impossible and imposing a -2 penalty on all concentration checks made within 30 feet.
48The creature closest to the caster must succeed on a Will save or be merged with the summoned or called creature for 10 minutes per caster level. The summoned or called creature retains all mental ability scores, feats, base saving throw bonuses, and casting ability but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from race) of the affected creature. The affected creature does not retain any feats or casting ability he would have and the companion does not retain any abilities derived from physical form (natural attacks, breath weapons, fast healing, regeneration, etc.). The summoned or called creature acts as normal.
49An outsider of an alignment opposed to the caster’s (for true neutral, LG, CG, LE, or CE is randomly selected) of the GM’s choosing is called per the Summoning advanced talent, appearing adjacent to the caster. This creature has HD equal to the maximum possible for that talent and is not bound or controlled in any way.
50The summoned or called creature appears with its Hit Dice maximized.
51Any time the chosen summoned or called creature is summoned or called for the next 1 hour per caster level, it is illusory, allowing a Will save for half damage against on all damaging effects and a Will save to negate all non-damaging effects originating from it.
52The caster is merged with the summoned or called creature for 10 minutes per caster level. The caster retains all mental ability scores, feats, base saving throw bonuses, and class abilities but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from (form) talents) of the summoned or called creature. The summoned or called creature does not retain any feats or casting ability it would have and the caster does not retain any extraordinary or supernatural abilities derived from race, template, or other sources other than classes and feats.
53The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
54For the duration of the effect, the summoned or called creature gains resistance to acid equal to your caster level. This stacks with any resistance it already possesses.
55The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
56The caster disappears to the native plane of the summoned or called creature for 10 minutes per caster level or until the summoned or called creature is dispelled, banished, or slain. The triggering effect does not require concentration for this time. The caster returns unharmed at the end of this period, though he continues to subject to all on-going effects and such effects continue to expend duration as normal. The caster can in no way act or be targeted by any effect during this time.
57The summoned or called creature and the caster are empathically linked. Any time the caster receives damage, the summoned or called creature takes half that amount of nonlethal damage regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
58(Combat) The summoned or called creature becomes confused for 1 round per caster level.
59The effect fails and the action is lost. Spell points or spell slots are lost.
60For 10 minutes per caster level, all calling, summoning, and teleportation effects within long range of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them.
61For the duration of the effect, the summoned or called creature gains vulnerability to acid.
62One time during the effect, as a free action the summoned or called creature may take a standard action.
63For the duration of the effect, the summoned or called creature is completely undetectable by the caster’s allies. The caster is unaffected.
64The summoned or called creature refuses to remain in any space not adjacent to the caster.
65The summoned or called creature appears without any (form) talents, evolutions, or the benefits of any feats than improve the caster’s summons.
66For the duration of the effect, any creature targeted by an attack originating from the summoned or called creature may succeed on a Will save to negate the attack.
67For each summoned or called creature, a duplicate creature also appears, identical to the original. The second creature is apathetic to both the caster and the original creature and wanders away to spend the duration of the effect performing a harmless activity such as gathering flowers or sweeping the floor in a nearby building.
68For each summoned or called creature, a duplicate creature also appears, identical to the original. Each creature has half their normal maximum hit points. Both react to the caster as normal.
69A swarm of butterflies appears in the summoned or called creature’s square and follows it until slain. This is a Diminutive swarm with 1 hit point per caster level, 30 ft. (perfect) fly speed, AC equal to caster level, all saves equal to caster level/2, no swarm damage, and a distraction DC equal to the effect’s DC.
70(Combat) The summoned or called creature is dazed for 1 round the first time it receives damage.
71A small elemental is called adjacent to the caster. This elemental is hostile to the caster and his allies. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
72A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not exceeding caster level appears out of the rift each round for a 1d6 rounds and attacks the caster and his allies.
73The casting time increases by 2 steps.
74(Combat) All summoned creatures within long range of the caster must succeed on a Will save or be dismissed.
75An outsider of an alignment matching the caster’s of the GM’s choosing is called per the Summoning advanced talent, appearing adjacent to the caster. This creature has Hit Dice equal to the maximum possible for that talent and is not bound or controlled in any way.
76One imp, lantern archon, mephit (any type), or quasit (GM’s choice, should be naturally hostile to caster) per caster level is called and appears within close range of the caster. These creatures are not controlled and act according to their natures.
77(Combat) The caster is nauseated for 1 round.
78For the duration of the effect, the summoned or called creature gains resistance to fire equal to your caster level. This stacks with any resistance it already possesses.
79For the duration of the effect, the summoned or called creature glows brightly (per the glow ability of the Light sphere). This counts as a glow originating from the caster.
80The caster loses access to this sphere for 1d6 rounds.
81For the duration of the effect, the summoned or called creature gains resistance to cold equal to your caster level. This stacks with any resistance it already possesses.
82The casting time decreases by 1 step.
83The casting time decreases by 2 steps.
84The caster is exhausted.
85The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
86A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
87For the duration of the effect, the summoned or called creature loses 1 hit point per round. This cannot reduce the creature below 1 hit point.
88The summoned or called creature refuses to remain in any space not adjacent to an ally of the caster chosen randomly at the time the effect is cast.
89For the duration of the effect, the summoned or called creature gains alignment subtypes for all alignments.
90Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
91The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
92For the duration of the effect, the summoned or called creature gains vulnerability to fire.
93For the duration of the effect, the summoned or called creature is invisible to the caster’s allies. The caster is unaffected.
94For the duration of the effect, the summoned or called creature gains vulnerability to electricity.
95The summoned or called creature is two sizes smaller than normal, per the Altered Size (form) talent, to a minimum size of Fine. This may decrease the companions size beyond the limits of Altered Size, granting an additional -2 Strength and +2 Dexterity per additional size category.
96The creature closest to the caster must succeed on a Will save or be merged with the summoned or called creature for 10 minutes per caster level. The affected creature retains all mental ability scores, feats, base saving throw bonuses, and class abilities but uses the physical body (including physical ability scores, extraordinary abilities, hit points, and all abilities derived from (form) talents) of the summoned or called creature. The summoned or called creature does not retain any feats or casting ability it would have and the affected creature does not retain any extraordinary or supernatural abilities derived from race, template, or other sources other than classes and feats.
97The summoned or called creature is staggered until banished, dismissed, or slain.
98The summoned or called creature is distrustful of the caster and attempts to resist any effects the caster or the caster’s allies use on it and does not benefit from flanking or aid another bonuses from the caster or the caster’s allies.
99The summoned or called creature and the caster are empathically linked. Any time the companion receives damage, the caster takes half that amount of nonlethal damage regardless of distance. Apply the target’s damage reduction, immunity, and resistance prior to splitting the damage. The transferred damage bypasses all damage reduction, resistance, and immunity.
100For the duration of the effect, the summoned or called creature gains resistance to nonlethal equal to your caster level. This stacks with any resistance it already possesses.

Creation

d100Result
1The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
2All unattended, nonmagical objects within close range of the caster take damage per the destroy option of the alter ability.
3The casting time decreases by 2 steps.
4A solid box of the material the caster can create with the highest hardness appears around the caster. This box persists for 1d4 rounds or until destroyed. This box has a thickness of 1 inch.
5The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
6(Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil may become trapped at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn.
7For 1 round, the caster’s body is transmuted into stone per the Fleshcraft advanced talent.
8The caster’s lungs are filled with water, forcing him to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
9A swarm of paper cranes fill the area around the target out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level.
10Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the target or center of the target area. These boxes persists for 1d4 rounds. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch.
11Roll again on the Universal wild magic table.
12A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the caster. This falling height cannot exceed the height of the room or other enclosed space the caster occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved.
13(Combat) The caster is stunned for 1 round.
14The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends.
15All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
16A swarm of paper cranes fill the area around the caster out to close range, granting all creatures concealment and inflicting 1 point of bleed damage per 2 caster levels (minimum 1) to any target with a combined armor and natural armor bonus of less the half the caster level.
17The ground under the caster to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends.
18A solid wall appears in front of the caster the next time he attempts to move. This wall is the width and height of the caster’s space and disappears at the end of the caster’s movement.
19All creatures within close range of the target have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by -2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles.
20The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
21The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
22All creatures within close range of the caster have any worn armor changed to lead for 1 round per caster level. If the armor was metal, reduce the AC bonus by 2 and increase the ACP by 2. If the armor was leather, increase the ACP by 4. The lead has hardness 7 and the weight of the armor doubles.
23All unattended, nonmagical objects within close range of the target or center of the target area take damage per the destroy option of the alter ability.
24(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to adamantine for 1 minute per caster level.
25One gallon of water per caster level appears above the caster. Any nonmagical flames carried by or around the caster are extinguished.
26The ground within close range of the caster is transmuted to water for 1d4 rounds. Submerged creatures may become trapped when this effect ends.
27All allied creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
28The casting time increases by 2 steps.
29Solid boxes of the material the caster can create with the highest hardness appears around all creature’s within close range of the caster. These boxes persists for 1d4 rounds or until destroyed. A Reflex save prevents being trapped inside the box. These boxes have a thickness of 1 inch.
30All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
31As an instantaneous effect, the caster is suddenly saddled with several large backpacks filled with worthless trinkets, increasing his load to 1 lb. over his maximum heavy load. Removing the backpacks requires a standard action.
32The caster is exhausted.
33All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with water, forcing them to spend 1d4 full-round actions coughing. No other actions may be taken until these actions are complete.
34(Combat) As an instantaneous effect, the caster becomes covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the caster takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
35(Combat) All creatures within close range of the target have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0.
36A lump of flowstone with a mass equal to twice caster level pounds appears in the caster’s space. This flowstone disappears after 1 minute per caster level.
37Gold coins rain on an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
38(Combat) The ground within close range of the caster is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect.
39The casting time decreases by 1 step.
40The contents of the caster’s stomach becomes violently inedible. The caster is nauseated for 1d4 rounds.
41All creatures within close range of the caster have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather or cloth, increase the ACP by 2 and the ASF by 10%. The wood has hardness 5.
42A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above the target or center of the targeted area. This falling height cannot exceed the height of the room or other enclosed space the target or area occupies. Make an attack roll per the falling object rules of the Creation sphere against the target or against the nearest creature in the area. The object disappears after the attack is resolved.
43Effect receives a -4 penalty to caster level (minimum 1).
44(Combat) The ground within close range of the caster is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect.
45(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to gold for 1 minute per caster level. Weapons that do not deal bludgeoning damage have their damage die decreased by two sizes. Creatures wielding such a weapon take a -2 penalty to CMD against the sunder combat maneuver.
46The effect persists for 1 minute beyond its normal duration.
47Caltrops cover the ground out to medium range of the target or center of the target area for 1d4 rounds.
48The casting time increases by 1 step.
49Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
50(Combat) The ground within close range of the caster is transmuted to flammable oil for 1d4 rounds. Creatures or objects that enter the oil are shunted out at the end of the effect. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), any creature within 5 ft. of its surface takes 1d6 points of fire damage at the start of their turn.
51One gallon of acid per caster level appears above the target or center of the target area. Any creature or object in the square takes 1d6 points of acid damage per two caster levels and has any nonmagical flames it carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved.
52Any metal armor the caster is wearing is changed to adamantine for 1 day per caster level.
53The ground under the target or center of the target area to a radius of 5 ft. plus 5 ft. per 5 caster levels is transmuted to acid for 1d4 rounds. Any creature submerged in the acid takes 1d6 points of acid damage per 2 caster levels (minimum 1d6) each round. Submerged creatures are expelled when this effect ends.
54As an instantaneous effect, an ice sculpture of the caster appears in a square adjacent to the caster of the GM’s choice. This sculpture is of the same size as the caster and melts as normal for a block of ice in the local environment.
55The ground within close range of the target or center of the target area is transmuted to water for 1d4 rounds. Creatures or objects that enter the water are shunted out at the end of the effect.
56The ground around the target or center of the target’s area out to close range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC.
57Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
58Gold coins rain on an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of bludgeoning damage per caster level. These coins disappear after 1 minute per caster level.
59All creatures within close range of the caster have any worn armor changed to paper for 1 round per caster level. The armor provides no armor bonus, has its ACP reduced by half the caster level (minimum 0) and has hardness 0.
60(Combat) Creatures within close range of the caster must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, the spark cantrip, fire geomancing of the Nature sphere, the Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
61The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
62One gallon of acid per caster level appears above the caster. The caster takes 1d6 points of acid damage per two caster levels and has any nonmagical flames he carries extinguished. A Reflex save halves the damage and prevents the flames from being extinguished. The acid disappears after these effects are resolved.
63For 1 minute per caster level, the ground within close range of the caster is transmuted to flowstone.
64(Combat) A banana peel appears under the caster’s feet, forcing him to fall prone. If the caster is not standing, this result is delayed until the next time he stands on solid ground. The banana peel disappears immediately afterwards.
65The caster’s lungs are filled with acid, forcing him to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
66The caster is fatigued.
67The caster loses access to this sphere for 1d6 rounds.
68All hostile creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to take 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
69For 1 minute per caster level, the ground within close range of the caster is transmuted to steel.
70Effect receives a +2 bonus to caster level.
71As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the caster for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire.
72For 1 hour per caster level, all nonmagical objects that the caster takes into his possession are immediately damaged as the destroy option of the alter ability. This damage is incurred each time the object becomes attended.
73A dense object of the largest size the caster can create of the GM’s choice falls from 5 ft. + 5 ft. per 2 caster levels above a square of the caster’s choice within close range. This falling height cannot exceed the height of the room or other enclosed space the target occupies. Make an attack roll per the falling object rules of the Creation sphere. The object disappears after the attack is resolved.
74For 1 minute per caster level, the skin of all creatures within close range of the caster becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the creature. A successful Fortitude save negates this effect.
75The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
76An area out to close range of the target of center of the target area is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
77Any metal armor the caster is wearing is changed to mithral for 1 day per caster level.
78Creatures within close range of the target or center of the target area must succeed on a Reflex save or become covered in flammable oil. If this oil is ignited (by a torch, spark cantrip, fire geomancing of the Nature sphere, Fire Blast or Lightning Blast talents of the Destruction sphere, etc.), the creature takes 1d6 + caster level/2 points of damage immediately and is on fire until the flame is put out, taking 1d6 points of fire damage per round. A Reflex save attempted as a standard action extinguishes the fire after the initial damage. A full-round action removes enough oil to remove the risk of damaging flames. The oil also grants a +2 circumstance bonus to Escape Artist attempts and to CMD versus grapples.
79The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
80(Combat) Caltrops cover the ground out to medium range of the caster for 1d4 rounds.
81All creatures within close range of the caster must succeed on a Fortitude save or have their lungs filled with acid, forcing them to spend 1d4 full-round actions coughing and inflicting acid damage equal to caster level/2 (minimum 1) each round. No other actions may be taken until these actions are complete.
82All creatures within close range of the target or center of the target area must succeed on a Fortitude save or be transmuted into stone per the Fleshcraft advanced talent for 1 round.
83The effect fails and the action is lost. Spell points or spell slots are lost.
84For 1 minute per caster level, the caster’s skin becomes hardened and takes on the appearance of wood, bronze, or another material the caster can create or alter, granting a +1 bonus to natural armor, stacking with other bonuses to natural armor, but imposing a heavy load on the caster.
85For 1 minute per caster level, the ground within close range of the target or center of the target area is transmuted to steel.
86The ground within close range of the target or center of the target area is transmuted to acid for 1d4 rounds, dealing 1d6 points of damage per 2 caster levels to any creature or object submerged in it. Creatures or objects that enter the water are shunted out at the end of the effect.
87The caster gains knowledge of one talent of his choice from this sphere for 1 round.
88As an instantaneous effect, lit tindertwigs rain from the sky in an area out to close range of the target or center of the target area for 1d6 rounds. All creatures in the area must succeed on a Reflex save each round or take 1 point of fire damage per caster level. Any flammable unattended objects within the area catch fire.
89(Combat) The caster is dazed for 1 round.
90(Combat) The caster is nauseated for 1 round.
91For 1 minute per caster level, the ground around the target or center of the affected area is transmuted to flowstone.
92Random Tiny objects of any material the caster can create cover the ground out to medium range, making the area difficult terrain until they disappear 1d6 rounds later.
93An area out to close range of the caster is covered in small, hard, round objects. Any creature attempting to leave a square in this area must succeed on a Reflex save or fall prone. These objects persist for 1 round per caster level.
94(Combat) All creatures within medium range of the caster have the metallic portions of all currently wielded weapons turn to silver for 1 minute per caster level.
95All creatures within close range of the target or center of the target area have any worn armor changed to wood for 1 round per caster level. If the armor was metal, reduce the AC bonus by half. If the armor was leather, increase the ACP by 2. The wood has hardness 5.
96The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
97A lump of flowstone with a mass equal to twice caster level pounds appears in the target’s space or in the center of the target area. This flowstone disappears after 1 minute per caster level.
98(Combat) The ground around the caster out to medium range is transmuted into mud, making it difficult terrain for 1d6 rounds. Any creature in this area at the end of the effect must succeed on a Reflex save or risk being entangled in the hardening ground when this effect ends. The Strength check and Escape Artist DC to get free of the entanglement equals the effect’s DC.
99The effect fails and the action is lost. Spell points or spell slots are not lost.
100Any metal armor the caster is wearing is changed to iron for 1 day per caster level.

Dark

d100Result
1The target or creatures in the target area when the effect gain the see in darkness monster ability for 1 minute per caster level. The creature can see perfectly in darkness of any kind, including that created by the deeper darkness spell or the Pure Darkness talent.
2The target or creatures in the target area must succeed on a Will save or lose their shadow for 10 minutes per caster level.
3An area out to long range of the caster is shrouded in magic darkness as the Pure Darkness talent until the start of the caster’s next turn. The Clearsight talent has no effect against this darkness.
4Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
5The casting time decreases by 2 steps.
6The caster becomes afraid of the dark, taking a -2 penalty on saves against fear effects while in areas with less than normal light for 1 hour per caster level.
7An area of darkness affected by every (dark) talent the caster possesses appears centered on the caster and follows the caster at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. The Clearsight (meld) provides no protection from this darkness to the caster. This effect persists for 1 round per caster level.
8For 1d6 rounds, the caster leaves an area of darkness in all squares he has occupied since the start of his last turn. No (darkness) talent may be applied to this effect and the caster is unable to perceive any creature or object in an affected square (unless that creature or object also occupies unaffected squares that the caster can perceive).
9The caster’s shadow performs mocking pantomimes of nearby creatures for 1 hour. This imposes a -5 penalty on all Diplomacy checks against a creature that can see the shadow (DC 5 Perception check to notice). If the caster lacks a shadow, one is created for the duration of this effect.
10For 1 minute per caster level, the caster suffers a bout of photophobic vertigo, suffering the sickened condition in areas of normal light and the nauseated condition in areas of bright light.
11For 1 minute per caster level, all effects of the Light sphere or with the light descriptor originating from hostile creatures within long range of the caster have their caster level increased by 1. This bonus increases by 1 for every 4 caster levels of the triggering effect.
12(Combat) Black tendrils of semi-solid darkness cover an area out to close range of the target or center of the target area for 1d6 rounds, creating difficult terrain and granting all creatures within partial concealment. Any creature within the effect must succeed on a Reflex save each round or be entangled until the start of their next turn.
13The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
14The target or creatures in the target area must succeed on a Will save or gain an additional shadow at 180 degrees from their normal shadows for 10 minutes per caster level.
15Any light source in the possession of the target or creatures in the target area when the effect is cast has its effect on illumination inverted for 1 round per caster level.
16A shadow twin of the caster appears adjacent to the caster. This twin possesses all of the caster’s abilities and equipment, though only 1 hit point. This twin aids the caster for 1 minute per caster level or until slain. The twin and all its equipment disappear when the twin is slain or the effect expires. Any non-instantaneous effect originating from the twin end when it disappears.
17For 1 minute per caster level, the caster treats areas of normal or brighter light as if they were solid objects and is unable to enter or pass through such an area, though retains line of effect through such areas.
18(Combat) The caster is stunned for 1 round.
19(Combat) The caster’s shadow attempts to blind nearby creatures, performing a dirty trick combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Dirty Trick and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
20The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
21For 1 minute per caster level, all effects of the Light sphere or with the light descriptor cast within long range of the caster have their caster level increased by 1. This bonus increases by 1 for every 4 caster levels of the triggering effect.
22(Combat) For 1d6 rounds, the caster absorbs all light, appearing perfectly black and is blind.
23For 1 minute per caster level, the caster gains a 20% miss chance while in areas of less than normal light.
24The caster is fatigued.
25Effect receives a -4 penalty to caster level (minimum 1).
26The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
27Creatures subject to the effect receive the half of any damage the caster receives for the duration of their time subject to the effect. This damage is redirected from the caster, reducing the amount he is damaged by an equal amount. Resistance and immunity apply to this damage. Multiple affected creatures divide this damage equally.
28The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
29The caster becomes afraid of the light, taking a -2 penalty on saves against fear effects while in areas with greater than dim light for 1 hour per caster level.
30(Combat) The caster is nauseated for 1 round.
31Any light source in the caster’s possession has its effect on illumination inverted for 1 round per caster level.
32The target or any creature in the area of the effect when it is cast must succeed on a Fortitude save or begin to absorb all light, appearing perfectly black and be blinded for 1d6 rounds.
33For 10 minutes per caster level, the caster gains the light blindness monster ability. Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
34For 1 hour per caster level, all shadows within long range of the caster all lengthened as if exposed to a sunset.
35The caster gains knowledge of one talent of his choice from this sphere for 1 round.
36The caster becomes blind in any area with greater than dim light for 1 minute per caster level.
37The caster’s shadow attempts to pilfer items from nearby creatures, performing a steal combat maneuver on an adjacent creature each round for 1 minute per caster level and storing any items successfully stolen in the caster’s gear. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity as normal for the maneuver, though benefits from Improved Steal and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
38The caster’s shadow takes on a sinister appearance for 10 minutes per caster level, granting a +2 circumstance bonus on Intimidate checks but imposing a -2 penalty on Bluff and Diplomacy checks.
39Affected creatures or those within the effect’s area receive the caster’s casting drawbacks for the duration of their time in the effect or for as long as they are affected by it.
40The ambient light level with the caster’s Dark sphere range is reduced by one step unless this reduction would make it darker than dim light. The effect remains centered on the caster for 1 minute per caster level.
41Any creature within long range of the caster that is in an area of dim or lower illumination takes 1 point of negative energy damage per caster level each round for 1 round per caster level.
42(Combat) For 1d6 rounds, all creatures other than the caster can see normally in regular and magical darkness within medium range of the caster.
43The effect fails and the action is lost. Spell points or spell slots are lost.
44(Combat) for 1 round per caster level, the caster becomes an area of darkness. The caster generates an area of darkness in his space as if he had cast darkness. The caster may move with his normal movement speeds, but may not otherwise take any actions other than to change his choice or (darkness) talents active in this area and to concentrate on any ongoing effects. The caster may not be targeted or effected by anything other than effects that would dispel the darkness. Any effect that dispels this darkness causes the caster to reform and take 1d6 points of untyped damage per 2 caster levels of the dispelling effect.
45For 1 minute per caster level, all effects with the dark descriptor cast within long range of the caster have their caster level increased by 1. This bonus increases by 1 for every 4 caster levels of the triggering effect.
46Darkness sweeps outward from the caster, reducing light levels by 2 steps in a long range emanation for 1 round. Make a single magical skill check and compare it with the MSD of all Light sphere effects in range; success means the Light sphere effect is dispelled as with the Counterspell feat.
47The caster is exhausted.
48Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
49The target or creatures in the target area when the effect is cast must succeed on a Fortitude save or gain the see in darkness monster ability for 1 round per caster level but is blind in anything brighter than dim light.
50(Combat) The caster’s shadow attempts to pilfer items from nearby allied creatures, performing a steal combat maneuver on an adjacent creature each round for 1 minute per caster level and storing any items successfully stolen in the caster’s gear. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Steal and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
51For 1d6 rounds, the caster leaves an area of darkness in all squares he has occupied since the start of his last turn. A (darkness) talent may be applied to this effect as normal.
52All creatures within close range of the target or center of the target area must succeed on a Fortitude save or gain the light blindness monster ability for 1 minute per caster level. Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
53The caster gains an additional shadow at 180 degrees from his normal shadow for 10 minutes per caster level.
54The caster’s active Dark sphere effects flicker randomly, having only a 50% chance of functioning each round (rolled immediately and again at the beginning of the caster’s turn) for 1 round per caster level.
55The target or creatures in the target area must succeed on a Will save or become blind in any area greater than dim light for 1 minute per caster level.
56The caster gains the see in darkness monster ability for 1 minute per caster level. The caster can see perfectly in darkness of any kind, including that created by the deeper darkness spell or the Pure Darkness talent.
57Any creature within close range of the target or center of the target area that is in an area of normal or brighter light takes 1 point of untyped damage per caster level each round for 1 round per caster level.
58(Combat) Black tendrils of semi-solid darkness cover an area out to close range of the caster for 1d6 rounds, creating difficult terrain and granting all creatures within partial concealment. Any creature within the effect must succeed on a Reflex save each round or be entangled until the start of their next turn.
59For 1 hour per caster level, the caster absorbs all light, appearing perfectly black.
60The casting time decreases by 1 step.
61(Combat) Black tendrils of semi-solid darkness cover an area out to close range of the caster for 1d6 rounds, creating difficult terrain and granting all creatures within that area partial concealment.
62The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
63The caster’s shadow gains a color of the GM’s choice for 10 minutes per caster level. This tint extends to all Dark sphere abilities originating from the caster during this time but has no other effect.
64The target or creatures in the target area must succeed on a Will save or become blind in any area with less than normal light for 1 minute per caster level.
65(Combat) The caster’s shadow attempts to trip nearby allied creatures, performing a trip combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Trip and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
66The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
67A shadow twin of the caster appears adjacent to the caster. This twin possesses all of the caster’s abilities and equipment, though only 1/2 his hit points and attempts to harm the caster and the caster’s allies to the best of its abilities for 1 minutes per caster level or until slain. The twin and all its equipment disappears when the twin is slain or the effect expires. Any non-instantaneous effect originating from the twin end when it disappears.
68The casting time increases by 1 step.
69Any creature within long range of the caster that is in an area of normal or brighter light takes 1 point of untyped damage per caster level each round for 1 round per caster level.
70Roll again on the Universal wild magic table.
71The caster casts no shadow for 10 minutes per caster level.
72Any creature within long range of the target or center of the target area that is in an area of dim or lower illumination takes 1 point of negative energy damage per caster level each round for 1 round per caster level.
73The ambient light level with the caster’s Dark sphere range is reduced by one step unless this reduction would make it darker than dim light. The effect remains centered on the target or target area for 1 minute per caster level.
74(Combat) The caster’s shadow attempts to blind nearby hostile creatures, performing a dirty trick combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Dirty Trick and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
75The caster is unable to detect any creature currently affected by his Dark sphere abilities or spells with the darkness descriptor for 1 round per caster level. This includes special senses such as blindsight and tremorsense. If the caster is included in the effect, the caster cannot see or hear himself, imposing a 25% spell failure chance on any effect requiring somatic or verbal components.
76All creatures within close range of the caster must succeed on a Fortitude save or gain the light blindness monster ability for 1 minute per caster level. Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
77The caster’s shadow attempts to trip nearby creatures, performing a trip combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Trip and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
78The caster loses access to this sphere for 1d6 rounds.
79(Combat) Black tendrils of semi-solid darkness cover an area out to close range of the target or center of the target area for 1d6 rounds, creating difficult terrain and granting all creatures within partial concealment.
80The target or any creature in the area of the effect when it is cast must succeed on a Fortitude save or begin to absorb all light, appearing perfectly black for 1 hour per caster level.
81The caster gains the see in darkness monster ability for 1 round per caster level but is blind in anything brighter than dim light. The creature can see perfectly in darkness of any kind, including that created by the deeper darkness spell or the Pure Darkness talent.
82For 1 minute per caster level, all effects of the Light sphere or with the light descriptor originating from allied creatures within long range of the caster have their caster level reduced by 1. This penalty increases by 1 for every 4 caster levels of the triggering effect.
83Effect receives a +2 bonus to caster level.
84For 1 minute per caster level, all effects of the Light sphere or with the light descriptor originating from allied creatures within long range of the caster have their caster level reduced by 1. This penalty increases by 1 for every 4 caster levels of the triggering effect. Effect’s with their caster level reduced to 0 or below by this effect are suppressed.
85The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
86(Combat) The caster is dazed for 1 round.
87(Combat) The caster’s shadow attempts to trip nearby hostile creatures, performing a trip combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Trip and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
88An area out to long range of the caster is plunged into darkness as the Dark sphere with both the Pure Darkness talent and the Midnight advanced talent. This effect remains stationary and persists for 1 minute per caster level.
89(Combat) The caster’s shadow attempts to pilfer items from nearby hostile creatures, performing a steal combat maneuver on an adjacent creature each round for 1 minute per caster level and storing any items successfully stolen in the caster’s gear. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Steal and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
90Creatures other than the caster subject to the effect receive the half of any healing the caster receives for the duration of their time subject to the effect. This healing is redirected from the caster, reducing the amount he heals by an equal amount. Multiple affected creatures divide this healing equally.
91The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
92The caster becomes blind in any area with less than normal light for 1 minute per caster level.
93Any creature that enters a blot or darkness created by the caster benefits from any melds active on the caster for as long as they remain in the effect.
94(Combat) For 1 round per caster level, all creatures within areas of dim light or lower within medium range of the caster take half damage from all sources except for force effects as their bodies partially discorporate into living shadow.
95The caster’s shadow is animated and immediately absconds with any items held in the caster’s hands. It flees for 1 round per caster level, at which point it drops the items. The shadow cannot be targeted or damaged in any way and possesses the movement speeds of the caster at the time this result is triggered.
96The casting time increases by 2 steps.
97(Combat) The caster’s shadow attempts to blind nearby allied creatures, performing a dirty trick combat maneuver on an adjacent creature each round for 1 minute per caster level. This maneuver uses the caster’s CMB (or caster level + casting ability modifier, if higher) and bonuses and provokes attacks of opportunity against the caster as normal for the maneuver, though benefits from Improved Dirty Trick and similar feats if the caster possesses them. If the caster lacks a shadow, a shadow is created for the duration of this effect.
98The effect fails and the action is lost. Spell points or spell slots are not lost.
99The caster’s shadow attempts to hinder the caster, entangling him for 1d4 rounds. A successful Reflex save each round negates the entanglement for that round. If the caster lacks a shadow, a shadow is created for the duration of this effect.
100For 1 minute per caster level, all effects of the Light sphere or with the light descriptor cast within long range of the caster have their caster level reduced by 1. This penalty increases by 1 for every 4 caster levels of the triggering effect. Effect’s with their caster level reduced to 0 or below by this effect are suppressed.

Death

d100Result
1The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
2The effect fails and the action is lost. Spell points or spell slots are not lost.
3The caster’s heart stops beating for 1d4 days. although their body is preserved magically for that duration. During this time, the caster does not need to breathe and any diseases and poisons have no effect on him until the duration ends.
4All undead creatures within medium range of the caster must succeed on a Will save or attack the caster to the best of their ability for 1 round plus 1 round per 5 caster levels. This effect applies to any undead within range created by the triggering effect.
5The caster must succeed on a Fortitude save or be infected with a disease per the Inflict Disease (ghost strike) talent. Roll 1d10 to determine which disease (1 blinding sickness, 2 bubonic plague, 3 cackle fever, 4 filth fever, 5 leprosy, 6 mindfire, 7 red ache, 8 shakes, 9 slimy doom, 10 roll twice and take both, ignoring further results of 10).
6All creatures within long range of the caster that are at 0 or fewer hit points are instantly slain. This is a death effect.
7For 1 hour per caster level, the caster exudes the scent of decaying flesh, attracting the attention of carrion feeders and causing most creatures interacting with the caster have their disposition drop by one step until the end of this effect.
8Any undead under the control of the caster enter a rage, as a 1st level barbarian (core or unchained, the caster’s choice). Bonuses or penalties to Constitution are applied to Charisma instead. This rage lasts for 1d6 rounds. During this time, the undead remain under the caster’s control, but must attack targets within range; if no enemies are to be found, they will attack allies.
9For 1 round per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or take 1 negative level. All negative levels from this effect stack. The caster is included in this effect.
10All creatures within close range of the caster must succeed on a Fortitude save or take 1 temporary negative level. This increases to 1d2 negative levels at caster level 5 and by one additional die size every 5 caster levels thereafter. These negative levels last for 1 minute per caster level and cannot cause the creature’s negative level total to equal or exceed the creature’s Hit Dice.
11The caster emits an aura out to close range for 1d4 rounds, dealing 1d6 points of negative energy damage per 2 caster levels (minimum 1d6) to all creatures in that area at the beginning of his turn, not including the Caster. A Fortitude save halves this damage.
12The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
13All creatures within close range of the target or center of the target area must succeed on a Fortitude save or be nauseated 1 round per caster level.
14The caster gains knowledge of one talent of his choice from this sphere for 1 round.
15The caster loses his current creature type and gains the undead type for 1 minute per caster level and the caster appears as a zombie. Do not recalculate hit points, saves, or base attack bonus. Any effect dependent on having the undead type that is ongoing on the caster ends when this effect ends.
16Undead creatures created by the effect or within close range of the caster when it is cast, for 1 hour per caster level afterwards, will explode in a deadly cloud when destroyed. When such an undead creature is destroyed, it creates a cloud out to close range, as the heavy mist option of category 2 rain per the Weather sphere for 1d6 rounds. Any creature that starts its turn inside this cloud takes 1 point of negative energy damage per caster level.
17All creatures within medium range take bleed damage equal to caster level/2 (minimum 1) for caster level rounds or until receiving a DC 15 Heal check or any magical healing.
18The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
19All creatures within close range of the caster must succeed on a Fortitude save or become exhausted.
20The caster loses his current creature type and gains the undead type for 1 minute per caster level and the caster appears as a skeleton. Do not recalculate hit points, saves, or base attack bonus. Any ongoing effect dependent on having the undead type that is ongoing on the caster ends when this effect ends.
21For 10 minutes per caster level, a floating skull (Tiny-sized of a common humanoid race) follows the caster, giving sarcastic commentary on events and the caster’s actions. This skull has a 30 ft. fly speed (perfect) and is immune to all effects and damage.
22(Combat) The caster and the nearest hostile creature that is a valid target switch bodies for 1 round per caster level. This functions as the Possession advanced talent.
23The casting time decreases by 2 steps.
24Undead creatures created by the effect or within close range of the caster when it is cast are staggered for 1 hour per caster level.
25For 1 minute per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or become fatigued. Fatigued creatures are unaffected. The caster is included in this effect.
26All creatures within close range of the target or center of the target area must succeed on a Fortitude save or be sickened 1 round per caster level.
27Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
28The caster is healed by negative energy and harmed by positive energy for 1 minute per caster level.
29All creatures within close range of the caster must succeed on a Fortitude save or become fatigued.
30The caster makes a single magical skill check against all Death sphere and necromancy school effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
31(Combat) For 1 round per caster level, all creatures of the undead type within medium range of the caster are confused. This bypasses immunities granted by the undead type.
32For 1 minute per caster level, the caster emits an aura out to close range that deals untyped damage to undead creatures equal to caster level during any turn that the begin or end within it.
33(Combat) All allied creatures within close range of the caster must succeed on a Fortitude save or be nauseated 1 round per caster level.
34All allied creatures within close range of the target or center of the target area must succeed on a Fortitude save or be sickened 1 round per caster level.
35The caster loses access to this sphere for 1d6 rounds.
36All creatures within close range of the target must succeed on a Fortitude save or take 1d4 + CL/2 points of Dexterity damage that disappears after 1 round per caster level.
37For 1 minute per caster level, the caster emits an aura out to close range that grants undead creatures fast healing equal to half the effect’s caster level during any turn that the begin or end within it.
38The target must succeed on a Fortitude save or be infected with a disease per the Inflict Disease (ghost strike) talent. Roll 1d10 to determine which disease (1 blinding sickness, 2 bubonic plague, 3 cackle fever, 4 filth fever, 5 leprosy, 6 mindfire, 7 red ache, 8 shakes, 9 slimy doom, 10 roll twice and take both, ignoring further results of 10). If the target is undead, it instead inflicts this disease on the first creature it strikes with a natural attack.
39The caster takes 1 temporary negative level. This increases to 1d2 negative levels at caster level 5 and by one additional die size every 5 caster levels thereafter. These negative levels last for 1 minute per caster level and cannot cause the caster’s negative level total to equal or exceed the caster’s Hit Dice.
40The caster makes a single magical skill check against all Death sphere and necromancy school effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
41All creatures within close range of the caster must succeed on a Fortitude save or take 1d4 + CL/2 points of Strength damage that disappears after 1 round per caster level.
42(Combat) The caster is nauseated for 1 round.
43The caster is compelled to exhume the body of 1 creature of the humanoid type per 3 caster levels (minimum 1). This compulsion will not cause the caster to deliberately enter dangerous situations, but overrides all other concerns. This effect persists for one day per caster level or until the compulsion is fulfilled.
44All creatures within close range of the target or center of the target area must succeed on a Fortitude save or become exhausted.
45Nearby dead invertebrates of Tiny size and smaller animate as undead and follow the caster for 10 minutes per caster level. Their noise imposes a penalty on Stealth checks equal to half caster level (minimum 1).
46All creatures within close range of the caster must succeed on a Fortitude save or take 1d4 + CL/2 points of Dexterity damage that disappears after 1 round per caster level.
47All corpses within long range of the caster (other than those targeted by the triggering effect) become undead per reanimate for 1 round per caster level. These undead are hostile toward the caster.
48The caster takes a -4 penalty on all saves against disease for 10 minutes per caster level.
49All creatures within close range of the target must succeed on a Will save or be paralyzed for 1 round. This is a mind-affecting fear effect.
50For 1 hour per caster level, all living creatures find the caster unsettling. A Handle Animal check with a DC equal to 10 + caster level/2 is required to make any animal approach within 20 ft. of the caster and all creatures interacting with the caster have their disposition drop by one step until the end of this effect.
51(Combat) All creatures within close range of the caster must succeed on a Will save or be paralyzed for 1 round. This is a mind-affecting fear effect.
52For 1 minute per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or contract a random disease. Roll 1d10 to determine which disease (1 blinding sickness, 2 bubonic plague, 3 cackle fever, 4 filth fever, 5 leprosy, 6 mindfire, 7 red ache, 8 shakes, 9 slimy doom, 10 roll twice and take both, ignoring further results of 10). The caster is excluded from this effect.
53Undead creatures created by the effect or within close range of the caster when it is cast, for 1 hour per caster level afterwards, will explode in a miasmic cloud when destroyed. When such an undead creature is destroyed, it creates a cloud out to close range, as the heavy mist option of category 2 rain per the Weather sphere for 1d6 rounds. Any creature that starts its turn inside this cloud must save against filth fever, using your Death sphere DC in place of the disease DC.
54The caster takes a -4 penalty on all saves versus death effects for 10 minutes per caster level.
55Effect receives a +2 bonus to caster level.
56For 1 minute per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or contract a random disease. Roll 1d10 to determine which disease (1 blinding sickness, 2 bubonic plague, 3 cackle fever, 4 filth fever, 5 leprosy, 6 mindfire, 7 red ache, 8 shakes, 9 slimy doom, 10 roll twice and take both, ignoring further results of 10). The caster is included in this effect.
57The spirit of a dead ancestor appears behind the caster for 1 hour. This shade is a ghost, but with no magic or touch attacks; it has no ability to interact with the world at all except for speech and sight. There is a 50% chance the ghost will serve and aid the caster as best it can, but otherwise the ancestor is critical of the caster’s life choices and will spend the entire time loudly critiquing the caster’s decisions, preventing any form of stealth or sleep.
58The casting time increases by 1 step.
59(Combat) The caster is stunned for 1 round.
60All creatures within close range of the target must succeed on a Fortitude save or take 1d4 + CL/2 points of Strength damage that disappears after 1 round per caster level.
61A harmless ghost follows the caster for 10 minutes per caster level, loudly lamenting its fate but taking no other actions. This ghost has hit points and saves per a Conjuration sphere companion of the effect’s caster level and reforms 1 minute after it is destroyed, continuing its lament.
62The caster emits an aura out to close range for 1d4 rounds, dealing 1d6 points of negative energy damage per 2 caster levels (minimum 1d6) to all creatures in that area, including the caster. A Fortitude save halves this damage, though the caster does not receive a save.
63The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
64(Combat) For 1d6 rounds, the caster leaves behind a shadowy trail of negative energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes negative energy damage equal to caster level. Creatures healed by negative energy are instead healed. A creature may only be affected by this ability once per turn.
65The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
66All creatures within close range of the target must succeed on a Fortitude save or take 1 temporary negative level. This increases to 1d2 negative levels at caster level 5 and by one additional die size every 5 caster levels thereafter. These negative levels last for 1 minute per caster level and cannot cause the creature’s negative level total to equal or exceed the creature’s Hit Dice.
67All undead creatures within medium range of the target must succeed on a Will save or attack the caster to the best of their ability for 1 round plus 1 round per 5 caster levels. This effect applies to any undead created by the triggering effect.
68For 1 day per caster level, one of the caster’s limbs (usually an arm) becomes skeletal. This has no mechanical effect, but may cause negative reactions if not concealed.
69The casting time decreases by 1 step.
70(Combat) The caster is dazed for 1 round.
71The caster becomes imperceptible to undead creatures for 1 minute per caster level.
72Undead creatures created by the effect or within close range of the caster when it is cast lose their immunity to mind-affecting effects for 1 hour per caster level. For the purpose of such effects, treat them as if they were the creatures they were in life.
73Roll again on the Universal wild magic table.
74The caster emits an aura of pestilence out to close range for 10 minutes per caster level. All creatures within this area, including the caster, take a -2 penalty on all saves against disease.
75All creatures within close range of the target or center of the target area must succeed on a Fortitude save or become fatigued.
76For 10 minutes per caster level, the caster becomes unable to control undead creatures by any means.
77For 1 day per caster level, one of the caster’s heads becomes skeletal. This has no mechanical effect, but may cause negative reactions if not concealed.
78The caster emits an aura of death out to close range for 10 minutes per caster level. All creatures within this area, excluding the caster, take a -2 penalty on all saves versus death effects.
79The caster becomes unable to perceive undead creatures for 1 minute per caster level.
80For 1 round per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or take 1 temporary negative level. All negative levels from this effect stack. The caster is excluded from this effect.
81As an instantaneous effect, all dead creatures within long range of the caster are animated as skeletons per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These skeletons are hostile to all living creatures.
82As an instantaneous effect, all dead creatures within long range of the caster are animated as zombies per the reanimate ability of the Death sphere. The caster has no control over these creatures and they do not count against the number of undead he can active at one time with his reanimate ability. These zombies unerringly seek out the caster to attack him until destroyed.
83For 1 hour per caster level, all creatures within long range of the caster when this result is triggered exude the scent of decaying flesh, attracting the attention of carrion feeders and causing most creatures interacting with them to have their disposition drop by one step until the end of this effect.
84The caster is fatigued.
85The caster emits an aura of death out to close range for 10 minutes per caster level. All creatures within this area, including the caster, take a -2 penalty on all saves versus death effects.
86The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
87The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
88The caster and the nearest creature that is a valid target switch bodies for 1 round per caster level. This functions as the Possession advanced talent.
89The casting time increases by 2 steps.
90The effect fails and the action is lost. Spell points or spell slots are lost.
91(Combat) All creatures within close range of the caster must succeed on a Fortitude save or be nauseated 1 round per caster level.
92The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
93The caster emits an aura of pestilence out to close range for 10 minutes per caster level. All creatures within this area, excluding the caster, take a -2 penalty on all saves against disease.
94For 1 minute per caster level, the caster emits an aura out to close range that forces all living creatures that end their turn within it to succeed on a Fortitude save or become fatigued. Fatigued creatures are unaffected. The caster is excluded from this effect.
95Wailing spirits fill an area out to long range of the caster with their cries for 2d4 rounds. All concentration checks within this area suffer a penalty equal to half caster level (minimum 1) and all spells with verbal components suffer a 10% chance of failure. Deaf creatures are immune to this effect.
96Effect receives a -4 penalty to caster level (minimum 1).
97Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
98The caster is exhausted.
99(Combat) All creatures within close range of the caster must succeed on a Fortitude save or be sickened 1 round per caster level.
100All corpses within long range of the caster (other than those targeted by the triggering effect) become undead per reanimate for 1 round per caster level. These undead are helpful toward the caster.

Destruction

d100Result
1The caster takes a -4 penalty on all attack rolls and save DCs for destructive blasts for 1d4 rounds.
2Increase the effect’s damage die size by 1 step (1d4, 1d6, 1d8, 1d10, 1d12).
3Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
4The effect’s shape is replaced with a close range burst that includes the caster. A Reflex save halves damage.
5The range and area of the effect are decreased by 50%.
6(Combat) For 1d6 rounds, all allied creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the (blast type) talent used. A creature may only take this damage once per turn.
7The blast does bludgeoning damage.
8The blast does negative energy damage.
9The casting time decreases by 1 step.
10The caster gains immunity to the effect’s damage type or types for 1d4 rounds. This applies after the effect’s damage.
11The blast does slashing damage.
12Affected creatures gain immunity to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
13An area out to close range of the target or center of the target area is covered in crystals as per the Crystal Blast talent.
14For 1 round per caster level, every creature that takes damage from the effect leaves behind an energy wall of a blast type matching the effect when they move, each with a length of up to 10 ft. + 5 ft. per 2 caster levels, the most distant sections fading first.
15The effect ignores spell resistance.
16Any creature affected by the effect catches on fire. Instead of fire damage, the target suffers damage according to the damage type the effect.
17All hostile creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
18The effect is accompanied by a burst of sound, destroying non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5 ft. + 5 ft. per 5 caster level radius of the caster are smashed into dozens of pieces. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are shattered.
19The blast does cold damage.
20Affected creatures gain resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
21The caster is included in the effect regardless of location. If an attack roll is made, use the same attack roll for the first target and the caster.
22Any creature damaged by the effect is bull rushed as per the Air Blast talent.
23The caster loses access to this sphere for 1d6 rounds.
24The blast does force damage.
25All of the effect’s damage die are minimized (treat as if you rolled the minimum value on all damage dice). This overrides the Maximize Spell metamagic feat.
26Caster’s caster level is treated as 1 for determining range and area.
27The blast does nonlethal damage of its original type.
28The casting time increases by 2 steps.
29In addition to the normal range and shape, the effect creates a close range burst that excludes the caster. A Reflex save halves damage from this additional area. Damage from overlapping areas does not stack.
30The caster gains a +2 bonus on all attack rolls and save DCs for destructive blasts for 1 round.
31The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
32The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
33The effect treats all affected creatures as if they possessed spell resistance equal to 10 + Hit Dice.
34The effect deals minimized damage to caster, a successful Reflex save halves this damage.
35For 1 round per caster level, an energy wall of a blast type matching the effect is left behind the caster when he moves, with a length of up to 10 ft. + 5 ft. per 2 caster levels, the most distant sections fading first.
36The caster gains immunity to the effect’s damage type or types for 1d4 rounds. This applies before the effect’s damage.
37Affected creatures gain immunity to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
38Creatures reduced to 0 or fewer hit points by the effect are disintegrated, per the disintegrate spell.
39The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
40(Combat) For 1d6 rounds, all hostile creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding to the triggering effect. A creature may only take this damage once per turn.
41The blast does sonic damage.
42All unattended flammable objects within close range of the target or center of the target area are set on fire.
43The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
44All allied creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
45Increase the effect’s damage die by 2 steps (1d4, 1d6, 1d8, 1d10, 1d12).
46For 1 hour, any non-magical objects of crystal, glass, ceramic, or porcelain are instantly smashed into dozens of pieces whenever the caster touches them. Objects weighing more than 1 pound per caster level are not affected.
47The casting time decreases by 2 steps.
48(Combat) As an instantaneous effect, an area out to close range of the caster is covered in ice. Any creature attempting to move at more than half speed over this area must succeed on a Reflex save or fall prone. Any square receiving fire damage exceeding caster level becomes cleared of this effect. The ice melts as appropriate to the environmental conditions (1 round per caster level in hot environments, 1 minute per caster level in normal conditions).
49The effect fails and the action is lost. Spell points or spell slots are not lost.
50(Combat) For 1d6 rounds, all creatures within medium range of the caster leave behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by an affected creature since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the triggering effect. A creature may only take this damage once per turn.
51Any armor or robes worn by the caster take half the damage that would have been dealt by the effect.
52Affected creatures gain resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
53(Combat) The caster is dazed for 1 round.
54The caster is surrounded by an energy wall as the Energy Wall talent with a blast type matching the effect for 1d6 rounds. This wall does not move with the caster.
55The effect fails and the action is lost. Spell points or spell slots are lost.
56The effect receives a +2 bonus to caster level.
57The caster catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect. Adjacent creatures suffer the same damage (Reflex negates).
58The caster gains resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies after the effect’s damage.
59The effect’s shape is replaced with a close range burst that excludes the caster. A Reflex save halves damage.
60The caster gains knowledge of one talent of his choice from this sphere for 1 round.
61The caster is fatigued.
62The caster catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect.
63The caster is exhausted.
64The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
65The ground directly beneath the target’s space or the target area receive the effect’s damage in addition to the normal targets.
66The blast does acid damage.
67(Combat) The caster is stunned for 1 round.
68The effect deals no damage, but any creature that is struck by it or in its area of effect suffer any additional effects despite not taking damage.
69The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
70All unattended flammable objects within close range of the caster are set on fire.
71Decrease the effect’s damage die by 2 steps (1d8, 1d6, 1d4, 1d3, 1d2).
72Any creature that takes damage from the effect gains vulnerability (+50% damage) to the effect’s damage types until the end of the caster’s next turn.
73Decrease the effect’s damage die by 1 step (1d8, 1d6, 1d4, 1d3, 1d2).
74The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
75Any creature that would have been damaged is instead healed a number of hit points equal to the damage they would have taken, up to their normal maximum hit points.
76The blast does piercing damage.
77Roll again on the Universal wild magic table.
78Half the blast’s damage is delayed until the end of the caster’s next turn.
79All of the effect’s damage die are maximized (treat as if you rolled the maximum value on all damage dice). This does not stack with the Maximize Spell metamagic feat.
80All creatures within close range of the caster are bull rushed per the Air Blast talent even if they take no damage from the effect.
81An area out to close range of the caster is covered in crystals as per the Crystal Blast talent.
82Any creature affected by the effect catches on fire. Instead of fire damage, the caster suffers damage according to the damage type the effect. Adjacent creatures suffer the same damage (Reflex negates).
83Any creature damaged by the effect subject to a trip attempt, using caster level in place of base attack bonus and casting attribute in place of Strength to determine CMB. The caster cannot be tripped in return if failing by 5 or more.
84The blast does electricity damage.
85(Combat) For 1d6 rounds, the caster leaves behind a glowing trail of destructive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn takes damage equal to caster level of a type corresponding the (blast type) talent used. A creature may only take this damage once per turn.
86The blast does fire damage.
87The effect receives a -4 penalty to caster level (minimum 1).
88The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
89The casting time increases by 1 step.
90Any rods, shields, staves, or weapons held by the caster take half the damage that would have been dealt by the effect.
91The blast does untyped damage.
92The caster gains resistance or damage reduction to the effect’s damage type or types equal to caster level for 1d4 rounds. This applies before the effect’s damage.
93In addition to the normal range and shape, the effect creates a close range burst that includes the caster. A Reflex save halves damage from this additional area. Damage from overlapping areas does not stack.
94The ground directly beneath the caster’s space receives the effect’s damage in addition to the normal targets.
95The effect is accompanied by a burst of fire. All creatures within a 5 ft. + 5 ft. per 5 caster level radius of the caster take 1d4 + 1d4 per 5 caster levels fire damage, Reflex save negates. Unattended flammable objects are set on fire.
96(Combat) The caster is nauseated for 1 round.
97The effect is resolved as normal, but damage and secondary effects are not applied until the end of the caster’s next turn.
98Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
99The effect is empowered as the Empower Spell metamagic feat. This does not stack with that feat.
100Any creature that takes damage from the effect gains immunity to the effect’s damage types for 1 minute.

Divination

d100Result
1For 10 minutes per caster level, the caster is plagued by meaningless, trivial, and mundane visions of the history of one object he touches each round.
2For 1 round per caster level, the caster is blinded and deafened.
3For 1 hour per caster level, the target is plagued by vague, indecipherable visions of the future, imposing a -1 penalty on concentration checks. This penalty increases by 1 every 5 caster levels. For divine effects without a target, choose a random creature within the area of the effect.
4All creatures within medium range of the caster must succeed on a Will save or lose the ability to speak and understand their native languages (those granted by race) for 10 minutes per caster level.
5For 1 minute per caster level, the caster becomes unable to perceive hostile creatures. This effect ends after taking damage from a creature the caster could not perceive due to this effect.
6The caster gains insight into the future and may negate one attack against him within the next hour as an immediate action.
7For 1 minute per caster level, the caster increases all distance penalties on Perception checks by caster level, but gains a circumstance bonus on saving throws against effects with the (light) and (sonic) descriptors equal to 1/2 caster level (minimum 1).
8The caster is dazed for 1 round as he receives a vision of the nearest unattended magical item worth at least 100 gp per caster level. The caster learns the approximate direction and distance to this item.
9The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
10The caster gains knowledge of one talent of his choice from this sphere for 1 round.
11For 1 minute per caster level, the caster is mute.
12For 10 minutes per caster level, all insight bonuses active on the caster are instead treated as penalties.
13For 1 minute per caster level, to the caster’s perception, all sources of iron within long range shed light as a torch.
14(Combat) For 1 round per caster level, all creatures within medium range of the caster are aware of the status of all other creatures within that area per the Divine Life ability.
15The caster gains an augury regarding his next intended action. The result is opposite the truth (weal or woe).
16(Combat) The caster is stunned for 1 round.
17For 1d6 rounds, all hostile creatures within close range of the caster are flat-footed from the end of their turn until the start of their next turn.
18The caster is assaulted with impressions of events past and future and is dazed for 1 round. These impressions grant a +4 insight bonus on any Knowledge checks made regarding events that transpired within long range made within the next hour.
19For 1 minute per caster level, the caster may only communicate in cryptic rhyme and poetry. Even when writing, words must be communicated in verse.
20The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
21(Combat) For 1d6 rounds, the caster is blinded but catches glimpses of the near future. The caster does not suffer a penalty to initiative or AC from this condition and gains the benefits of uncanny dodge for the duration of the effect.
22For 1 minute per caster level, the caster gains the scent ability, but takes a -4 penalty on saves against effects that cause the sickened or nauseated conditions.
23The caster is fatigued.
24(Combat) The caster is stunned for 1 round, overwhelmed by sensory input that grants no information.
25For 10 minutes per caster level, the caster’s senses function normally, except he is unable to perceive creatures within 20 feet.
26All creatures within close range must succeed on a Fortitude save or be blinded for 1 round per caster level.
27All creatures within 5 ft. plus 5 ft. per 5 caster levels of the caster must succeed on a Will save or be assaulted with impressions of events past and future and be dazed for 1 round. These impressions grant a +4 insight bonus on any Knowledge checks made regarding events that transpired within long range made within the next hour.
28The casting time decreases by 2 steps.
29Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
30Roll again on the Universal wild magic table.
31(Combat) The caster perceives translucent images of every creature that has ever died in the area, granting all creatures partial concealment against the caster for 1d6 rounds.
32(Combat) For 1d6 rounds, psychic pulses emanate from the caster. To cast or concentrate on any spells or sphere abilities, all non-mindless creatures within medium range must succeed on a concentration check against a DC of 10 + 1/2 caster level of the spell or sphere ability being cast.
33The caster is blinded for 1 round per caster level.
34The caster receives a vision of being slain by the nearest hostile (or likely to become hostile) creature. If the caster encounters that creature during the next 1 hour per caster level, the caster is frightened for 1 round and flees the creature as best he is able.
35For 1 minute per caster level, the caster’s allies becomes unable to perceive the caster.
36For 1 hour per caster level, the caster gives an aura of all alignments, creature types, creature subtypes, and hit point totals.
37For 10 minutes per caster level, all creatures within long range of the caster subtract 1/2 caster level (minimum 1) from their Hit Dice to determine the strength of their auras. Results of 0 or lower suppress the aura.
38The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
39The casting time increases by 1 step.
40All creatures within close range of the caster must succeed on a Will save or be blinded and deafened for 1d6 rounds.
41(Combat) For 1d6 rounds, all creatures within close range of the caster the caster are flat-footed from the end of their turn until the start of their next turn.
42(Combat) For 1d6 rounds, all allied creatures within close range of the caster the caster are flat-footed from the end of their turn until the start of their next turn.
43All creatures within close range of the caster must succeed on a Will save or be blinded, deafened, and mute for 1d6 rounds.
44For 1 minute per caster level, all the caster’s senses act as if the caster was in the space of his nearest ally rather than his own. If the ally does not have line of sight to the caster, the caster is treated as being blind.
45The caster gains insight into the future and may negate one attack against him within the next hour as an immediate action, but is blinded for 1 round after using this ability.
46Effect receives a -4 penalty to caster level (minimum 1).
47As an instantaneous effect, the caster gains knowledge of the location and quantity of all food (as determined by the caster’s race) within divination range.
48For 10 minutes per caster level, the caster believes that he gains an innate knowledge of the direction to the nearest source of potable water larger than 1 cubic foot. This belief is incorrect, giving a result opposite the actual location of such a source.
49The effect fails and the action is lost. Spell points or spell slots are not lost.
50For 1 minute per caster level, the caster may only communicate via obtuse poetry in dactylic hexameter. Even if they share a language, those listening must succeed a Linguistics check with a DC equal to the caster’s save DC in order to understand him.
51For 1 minute per caster level, all hostile creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
52For 10 minutes per caster level, all creatures within long range of the caster add 1/2 caster level (minimum 1) to their Hit Dice to determine the strength of their auras.
53For 1 minute per caster level, all creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
54The casting time increases by 2 steps.
55The effect fails and the action is lost. Spell points or spell slots are lost.
56The caster receives a vision of being slain by the nearest hostile (or likely to become hostile) creature. If the caster encounters that creature during the next 1 hour per caster level, the caster must succeed on a Fortitude save or be stunned for 1 round.
57The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
58The caster becomes aware of how many words have been spoken in the past 24 hours by all creatures within long range.
59The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
60For 1 hour per caster level, the caster is plagued by vague, indecipherable visions of the future, imposing a -1 penalty on concentration checks. This penalty increases by 1 every 5 caster levels.
61(Combat) The caster is nauseated for 1 round.
62For 1 minute per caster level, the caster receives flashes of the future, granting a +2 insight bonus to AC and attack rolls. This bonus increases by 1 for every 10 caster levels.
63The caster receives a vision of a trusted ally stealing from him. For the next 24 hours, the caster takes all reasonable precautions to prevent allies from robbing him and does not treat that ally as an ally for the purpose of free movement and flanking.
64The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
65The caster gains instantaneous knowledge of the number of seconds until the next solar eclipse and feels compelled to immediately record this number, which requires writing implements and 1d6 full-round actions. This compulsion overrides all other concerns except personal safety and does not end until the compulsion is satisfied.
66For 1 minute per caster level, to the caster’s perception, all sources of water within long range shed light as a torch. Water contained in living bodies does not glow.
67The casting time decreases by 1 step.
68For 1 minute per caster level, all allied creatures within long range of the caster gain the benefit of any special senses (blindsight, darkvision, tremorsense, etc.) the caster possesses (whether naturally, from items, or from ongoing effects) but lose the benefit of any they would normally possess.
69The caster is exhausted.
70(Combat) For 1 round per caster level, the caster receives false flashes of the future, imposing a -2 penalty to AC and attack rolls. This penalty increases by 1 for every 10 caster levels.
71For 1 minute per caster level, creature’s hostile to the caster within medium range become unable to perceive the caster. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
72(Combat) For 1d6 rounds, the caster is flat-footed from the end of his turn until the start of his next turn.
73The caster gains an augury regarding his next intended action. The result is accurate (weal or woe).
74For 1 minute per caster level, the caster’s allies within medium range become unable to perceive hostile creatures. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
75For 10 minutes per caster level, the caster gains an innate knowledge of the direction to the nearest source of potable water larger than 1 cubic foot.
76The caster is convinced that hostile creatures appropriate to the area are within long range and takes appropriate action. This lasts for 10 minutes per caster level.
77The caster loses access to this sphere for 1d6 rounds.
78Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
79For 10 minutes per caster level, physic pulses emanate from the caster. All non-mindless creatures within medium range may pinpoint the caster’s square as a free action.
80As an instantaneous effect, the caster becomes aware of the location and quantity of all books, scrolls, and other written documents within divination range.
81The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
82(Combat) All creatures act in the reverse order of their initiative for 1d6 rounds. Affected creatures cannot take the delay action.
83For 1 minute per caster level, the caster reduces all distance penalties on Perception checks by caster level, but takes a penalty on saving throws against effects with the (light) and (sonic) descriptors equal to 1/2 caster level (minimum 1).
84For 1 minute per caster level, the caster is unable to perceive creatures of his own creature type.
85For 1 minute per caster level, the caster gains tremorsense out to 30 feet.
86For 1 hour, the caster feels the pain of a blow before it lands, unconsciously flinching away. This grants a +1 dodge bonus to AC and Reflex saves but imposes a -1 penalty on attack rolls and Strength- and Dexterity-based skill checks.
87The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
88For 1 minute per caster level, the caster can speak and write only meaningless gibberish.
89For 1 hour per caster level, the caster loses the ability to speak and understand his native language(s) (those granted by race).
90For 1 minute per caster level, creature’s hostile to the caster within medium range become unable to perceive the caster or his allies. This effect ends for each individual creature after taking damage from a creature that could not be perceived due to this effect.
91Effect receives a +2 bonus to caster level.
92The caster is dazed for 1 round as he receives a vision of the most recent violent death of a humanoid within 1 mile per caster level. The caster learns the approximate direction and distance to the place this occurred.
93The caster’s mind is flooded with information. All Knowledge checks made in the next 10 minutes per caster level receive an insight bonus equal to caster level but require a full-round action to make.
94(Combat) The caster is dazed for 1 round.
95For 1 minute per caster level, the caster becomes unable to perceive his allies.
96All creatures within close range of the caster must succeed on a Will save or be blinded for 1d6 rounds.
97For 1 minute per caster level, all creatures within close range of the caster may choose to share the caster’s sensory information as a free action. Any creature using this ability is flat-footed until the start of their next turn.
98The caster is dazed for 1 round and shaken for 1 round per caster level as he receives a vision of the nearest hostile (or likely to become hostile) creature. The caster learns the approximate direction and distance to this creature.
99For 1 minute per caster level, the caster is deafened.
100The caster is assaulted by horrific visions of the past, nauseating him for 1 round. These visions grant a +4 bonus on Knowledge checks regarding the history of the caster’s current location.

Enhancement

d100Result
1For 1 minute per caster level, the target suffers a temporary penalty to Strength equal to half the effect’s caster level.
2For 1d6 rounds, the caster’s clothing, gear, and surrounding environment animate, causing the caster to be entangled.
3(Combat) All appropriate weapons wielded by creatures within close range of the target gain the keen special ability for 1 round per caster level.
4For 1 minute per caster level, all weapons wielded by a hostile creature within medium range of the caster gains double the benefit from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
5(Combat) For 1 round per caster level, all manufactured weapons within close range of the caster are enhanced as the Enhance Equipment ability.
6(Combat) For 1 round per caster level, all appropriate weapons wielded by hostile creatures within close range of the caster gain the keen special ability.
7For 10 minutes per caster level, caster takes a -1d4 penalty on all magical skill checks.
8The caster gains knowledge of one talent of his choice from this sphere for 1 round.
9(Combat) For 1 round per caster level, all weapons within close range of the caster gain the fragile quality, even if they are magical or masterwork.
10Roll again on the Universal wild magic table.
11Effect receives a +2 bonus to caster level.
12The casting time increases by 1 step.
13For 1 minute per caster level, all creatures within close range of the caster gain a competence bonus on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
14(Combat) The caster is dazed for 1 round.
15For 1 minute per caster level, no weapon wielded by a creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
16All objects within close range of the caster are treated as being one size category larger, multiplying their weight by 4, for 1d6 rounds.
17For 1 minute per caster level, no weapon wielded by a hostile creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
18For 1 day per caster level, the caster quadruples his carrying capacity. This stacks with other magic that improves carrying capacity.
19For 1 minute per caster level, all hostile creatures within close range of the caster gain a competence bonus on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
20For 1 minute per caster level, all weapons wielded by a creature within medium range of the caster gains double the benefit from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
21For 1 minute per caster level, the target suffers a penalty to Constitution equal to half the effect’s caster level. Creature without a Constitution score instead suffer the penalty to Charisma. Objects instead take a penalty to hardness equal to the Constitution penalty.
22For 1 minute per caster level, all armor and shields worn by a creature within medium range of the caster gain double the benefit from its enhancement bonus to AC. Hardness and hit points are unaffected.
23For 1 minute per caster level, the target gains a temporary enhancement bonus to Strength equal to half the effect’s caster level.
24The casting time decreases by 2 steps.
25The effect fails and the action is lost. Spell points or spell slots are lost.
26For 1d6 rounds, objects within close range of the target or center of the target area animate, causing the all creatures within the area to be entangled. A Reflex save negates this effect for 1 round for a given creature.
27One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute per caster level. This object is hostile toward the caster and attempts harm the caster to the best of its ability. The size affected increases by one category per 5 caster levels.
28(Combat) For 1 round per caster level, all weapons within close range of the target gain the fragile quality, even if they are magical or masterwork.
29Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
30For 1 minute per caster level, the caster gains a +1d4 bonus on all magical skill checks.
31(Combat) For 1 minute per caster level, all hostile creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
32The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
33For 1 minute per caster level, the target gains a temporary enhancement bonus to Wisdom equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
34For 1 minute per caster level, all creatures within close range of the caster take a penalty on all mental attribute- based skill checks equal to 1/4 caster level (minimum 1).
35(Combat) For 1 round per caster level, all manufactured weapons within close range of the target are enhanced as the Enhance Equipment ability.
36(Combat) The caster is stunned for 1 round.
37For 1 minute per caster level, the target suffers a temporary penalty to Wisdom equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
38For 1 minute per caster level, no armor or shield worn by a creature within medium range of the caster benefits from its enhancement bonus to AC. Hardness and hit points are unaffected.
39For 1d6 rounds, objects within close range of the caster momentarily animate, causing the all creatures within the area to be entangled. A Reflex save negates this effect for 1 round for a given creature.
40For 1 minute per caster level, the caster gains a competence bonus on all mental attribute-based skill checks equal to 1/2 caster level (minimum 1).
41(Combat) For 1 round per caster level, all appropriate weapons wielded by allied creatures within close range of the caster gain the keen special ability.
42The caster is fatigued.
43The effect fails and the action is lost. Spell points or spell slots are not lost.
44The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
45For 1 minute per caster level, the caster becomes magnetic. Attacks against the target with metal weapons gain a +2 circumstance bonus, but these weapons and anything else metal that touches the target stick and can only be removed through a successful Strength check (DC 15, requires a move action). Metal surfaces count as difficult terrain, but metal walls and ceilings can be traversed as easily as if they were floor.
46For 1 minute per caster level, all armor and shields worn by a hostile creature within medium range of the caster gain double the benefit from its enhancement bonus to AC. Hardness and hit points are unaffected.
47For 1 minute per caster level, creatures within close range of the caster gain a competence bonus on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
48The casting time decreases by 1 step.
49For 1 minute per caster level, no weapon wielded by an allied creature within medium range of the caster benefits from its enhancement bonus to attack and damage rolls. Hardness and hit points are unaffected.
50One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute per caster level. This object is under the caster’s control and will aid the caster to the best of their ability. The size affected increases by one category per 5 caster levels.
51(Combat) For 1 round per caster level, all objects and creatures within close range of the target are lightened as the Lighten talent. Creatures may succeed on a Will save to negate this effect.
52(Combat) For 1 round per caster level, all weapons wielded by allied creatures within close range of the target gain the fragile quality, even if they are magical or masterwork.
53For 1 hour per caster level, the caster halves their carrying capacity. This is applied after other magic that alters carrying capacity.
54For 1 minute per caster level, bizarre magnetic fields fill the area within close range of the caster. This moves with the caster, and does not affect the caster nor their carried equipment. All unattended metal objects are ejected from this area (as if pushed by a Strength of 14). Targets may hold metal weapons but suffer a -2 penalty to all attacks, and targets in metal armor treat the area as difficult terrain.
55The magnitude of the enhance effect is halved, reducing any bonuses and penalties granted, rounding down, minimum 1. Animated objects have half their normal hit points from this effect.
56The caster is exhausted.
57For 1 minute per caster level, all allied creatures within close range of the caster take a penalty on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
58For 1 round per caster level, all creatures within close range of the caster gain a +1 + 1/5 caster level resistance bonus to all saving throws.
59For 1 minute per caster level, all creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
60For 1d6 rounds, the targets or creatures in the target area have their clothing, gear, and surrounding environment animate, causing the them to be entangled. A Reflex save negates this effect.
61For 1 minute per caster level, all creatures within close range of the caster take a 10 ft. penalty to all movement speeds, to a minimum of 5 feet. This penalty increases by 10 ft. per 10 caster levels.
62Effect receives a -4 penalty to caster level (minimum 1).
63For 1 minute per caster level, no armor or shield worn by an allied creature within medium range of the caster benefits from its enhancement bonus to AC. Hardness and hit points are unaffected.
64The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
65All objects within close range of the caster become weightless for 1d6 rounds.
66For 1 minute per caster level, the target suffers a temporary penalty to Charisma equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
67For 1 minute per caster level, all hostile creatures within close range of the caster take a penalty on all mental attribute-based skill checks equal to 1/4 caster level (minimum 1).
68The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
69For 1 minute per caster level, all allied creatures within close range of the caster take a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
70The casting time increases by 2 steps.
71For 1 minute per caster level, all creatures within close range of the caster take a penalty on all physical attribute- based skill checks equal to 1/4 caster level (minimum 1).
72For 1 round per caster level, the ground within a 10-ft. radius under the target or center of the target area breaks apart if it has a hardness of 10 or lower and begins to rise in the air at a rate of 20 ft. per round.
73(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain a +1 + 1/5 caster level resistance bonus to all saving throws.
74The caster loses access to this sphere for 1d6 rounds.
75For 1 minute per caster level, caster gains a competence bonus on all physical attribute-based skill checks equal to 1/2 caster level (minimum 1).
76For 1 minute per caster level, the target suffers a temporary penalty to intelligence equal to half the effect’s caster level. This has no effect on mindless creatures or objects.
77For 1 minute per caster level, all allied creatures within close range of the caster gain a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
78(Combat) For 1 round per caster level, all objects and creatures within close range of the caster are lightened as the Lighten talent. Creatures may succeed on a Will save to negate this effect.
79For 1 minute per caster level, all hostile creatures within close range of the caster take a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
80(Combat) The caster is nauseated for 1 round.
81For 1 minute per caster level, the caster takes a penalty on all physical attribute-based skill checks equal to 1/2 caster level (minimum 1).
82For 1 minute per caster level, all allied creatures within close range of the caster gain a competence bonus on all physical attribute-based skill checks equal to 1/4 caster level (minimum 1).
83For 10 minutes per caster level, the caster takes a 10 ft. penalty to all movement speeds. This penalty increases by 10 ft. per 10 caster levels.
84For 1 minute per caster level, the caster takes a penalty on all mental attribute-based skill checks equal to 1/2 caster level (minimum 1).
85For 10 minutes per caster level, the caster gains a 10 ft. enhancement bonus to all movement speeds. This bonus increases by 10 ft. per 10 caster levels.
86The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
87For 1 minute per caster level, the target gains a temporary enhancement bonus to Intelligence equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
88Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
89For 1 round per caster level, all weapons wielded by hostile creatures within close range of the caster gain the fragile quality, even if they are magical or masterwork.
90For 1 minute per caster level, the target gains a temporary enhancement bonus to Charisma equal to half the effect’s caster level. For inanimate targets, treat this as the Bestow Intelligence talent.
91(Combat) For 1 round per caster level, all weapons wielded by allied creatures within close range of the caster gain the fragile quality, even if they are magical or masterwork.
92One unattended object of Diminutive size or smaller per caster level within close range of the caster become animated as per the Animate Object talent for 1 minute. This object is neutral toward the caster and attempt to flee any conflict, but otherwise meanders aimlessly. The size affected increases by one category per 5 caster levels.
93The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
94The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
95(Combat) For 1 round per caster level, all appropriate weapons wielded by creatures within close range of the caster gain the keen special ability.
96For 1 round per caster level, all weapons wielded by hostile creatures within close range of the target gain the fragile quality, even if they are magical or masterwork.
97(Combat) For 1 round per caster level, all appropriate weapons wielded by allied creatures within close range of the target gain the keen special ability.
98The magnitude of the enhance effect is doubled, doubling any bonuses and penalties granted. Animated objects gain twice their normal hit points from this effect.
99The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
100(Combat) For 1 round per caster level, all appropriate weapons wielded by hostile creatures within close range of the target gain the keen special ability.

Fallen Fey

d100Result
1Ice forms around the feet and limbs of all enemies within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, the affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
2The caster is fatigued.
3The caster sprouts fairy wings for the duration for the remainder of the fey-link. These wings grant a fly speed of 10 ft. (clumsy).
4The caster is nauseated for 1 round whenever touching metal. This includes wielding metal weapons, wearing metal armor, and donning metal shields but not being struck by a metal weapon.
5The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
6For the remainder of the fey-link, the caster must succeed on a Will save or be fascinated for 1d6 rounds at his own appearance whenever he sees his reflection.
7Thorns sprout from the caster’s footsteps for the duration of the fey-link, acting as caltrops in any space the caster exits. These thorns crumble to dust 1 round later.
8Flowers sprout from the caster’s footsteps for the duration of the fey-link. These flowers wither 1 hour later if not in an appropriate environment.
9For 24 hours, the caster is treated as having rolled a 1 on all checks made to influence good aligned creatures of the fey type.
10All creatures within close range sprouts fairy wings for the duration for the remainder of the fey-link. These wings grant a fly speed of 10 ft. (clumsy).
11For 1 minute per caster level, the caster gains the ability to speak but not understand aklo and the ability to understand but not speak sylvan. This overrides any knowledge of either language previously possessed.
12All creatures of the animal type increase their starting attitude toward the caster by two steps for the duration of the fey-link.
13For the duration of the fey-link, the caster gains vulnerability to cold iron.
14For 1 hour per caster level, any object the caster touches becomes rimed in frost.
15Bark grows over all allied creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
16The caster is unable to tell a deliberate lie for the duration of the fey-link.
17The caster turns invisible per the Invisibility talent of the Illusion sphere for 1 hour or until he makes a hostile action, whichever comes first.
18The caster becomes invisible for 1 round per caster level. This invisibility ends the first time the caster makes an attack or other threatening action.
19The caster is exhausted.
20For the duration of the fey-link, the caster sheds light as a torch whenever he moved at least 5 feet.
21The casting time decreases by 2 steps.
22For the duration of the fey-link, the caster gains DR equal to caster level against all weapons primarily composed of wood.
23For the duration of the fey-link, any allied creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
24The caster becomes bound to the nearest tree (or other large plant) for the duration of the fey-link or for 1 hour, whichever is longer. When touching the tree, the caster gains fast healing 1. Anytime the tree is not within long range of the caster, the caster is sickened. If more than a mile from the tree (or on another plane), he is both sickened and shaken.
25The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
26All creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
27The caster gains knowledge of one talent of his choice from this sphere for 1 round.
28The caster grows a unicorn horn, gaining a gore attack (primary, piercing, 1d6 Medium, 1d4 Small) for the remainder of the fey-link.
29(Combat) All allied creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
30All creatures of the animal type decrease their starting attitude toward the caster by two steps for the duration of the fey-link.
31For the duration of the fey-link, any hostile creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
32All creatures of the animal type decrease their starting attitude toward the caster by one step for the duration of the fey-link.
33For the duration of the fey-link, any creature that beholds the caster must succeed on a Will save or have its attitude toward the caster improved by one step for 1 hour.
34For the duration of the fey-link, all flowers within close range of the caster for longer than 1 minute lose their petals.
35Ice forms around the feet and limbs of all creatures within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, each affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
36For 10 minutes per caster level, all creatures of the animal type within medium range of the caster have their disposition toward the caster increased by 2 steps to a maximum of helpful.
37For the duration of the fey-link, any allied creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
38The illumination level of an area out to close range of the caster increases by 1 step for the duration on the fey-link.
39The caster floats 1 inch off the ground for the duration of the fey-link. This has no impact on movement speeds but halves falling damage.
40Bark grows over all hostile creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
41Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
42The target can alter his appearance at will as a swift action for the duration of the fey-link. This ability functions as the option to change cosmetic appearance per the Blank Form ability of the Alteration sphere.
43The caster loses access to this sphere for 1d6 rounds.
44For 1 hour per caster level, creatures within close range of the caster must roll twice and take the worst result on saving throws made against disease.
45Bark grows over all creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
46The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
47For the duration of the fey-link, any hostile creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
48The caster gains hooves as a satyr for the remainder of the fey-link and cannot benefit from any items in the boot magic item slot, which immediately fall off.
49Ice forms around the feet and limbs of all allies within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, the affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
50The caster is sickened for 1 round whenever struck by a metal weapon for the duration of the fey-link.
51Roll again on the Universal wild magic table.
52The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
53For 1 round per caster level the caster trails glittering dust while moving. This dust is never affected by any form of invisibility.
54The effect fails and the action is lost. Spell points or spell slots are lost.
55The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
56For the duration of the fey-link, the caster takes 1 point of damage per round when touching any object made of cold iron.
57The casting time increases by 2 steps.
58(Combat) The caster is dazed for 1 round.
59(Combat) The caster is stunned for 1 round.
60All hostile creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
61The caster gains a 20-ft. aura for the duration of the feylink. All creatures within the aura must roll twice and take the worst on all d20 rolls. Pugwampi gremlins, gnolls, and any creature benefiting from a luck bonus are immune to this effect. The caster is is subject to his own aura.
62For the duration of the fey-link, the caster gains a sinister appearance, taking a penalty on all Charisma-based checks (except for intimidate) equal to the caster level/2 (minimum 1).
63For the duration of the fey-link, any creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
64Ice forms around the feet and limbs of the caster who must succeed on a Reflex save or be entangled and unable to move. In addition, the caster’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
65As an instantaneous effect, one tree (to a maximum size equal to that which you can control through the pummel geomancing ability) grows adjacent to the caster. The tree is under the effect of the pummel geomancing ability for 1d6 rounds and will attack the caster and its allies before attacking any other creature.
66(Combat) All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
67(Combat) The caster is nauseated for 1 round.
68A fiddle appears in the caster’s possession, disappearing at the end of the fey-link. The caster gains the Skilled Casting (Perform (strings)) drawback for the remainder of the fey-link and must perform on the conjured fiddle.
69For 24 hours, the caster is treated as having rolled a 1 on all checks made to influence evil aligned creatures of the fey type.
70The casting time decreases by 1 step.
71For 10 minutes per caster level, all creatures of the animal type within medium range of the caster have their disposition toward the caster reduced by 2 steps.
72For 1 round per caster level, all hostile creatures of the animal type within medium range of the caster grow 1 size per the Size Change talent of the Alteration sphere. This effect stacks with other polymorph effects.
73All hostile creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
74The effect fails and the action is lost. Spell points or spell slots are not lost.
75The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
76All allied creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
77All vegetation within medium range of the caster decrease in size for 1 round per caster level.
78Effect receives a -4 penalty to caster level (minimum 1).
79All creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
80All hostile creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
81The temperature of an area out to close range of the caster increases by 1 step (per the Weather sphere) for the duration on the fey-link.
82Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
83Effect receives a +2 bonus to caster level.
84The temperature of an area out to close range of the caster decreases by 1 step (per the Weather sphere) for the duration on the fey-link.
85All vegetation within geomancing range of the caster increase in size for 1 round per caster level.
86For the duration of the fey-link, any creature within close range of the caster gains DR equal to caster level against all weapons primarily composed of wood.
87The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
88The casting time increases by 1 step.
89All creatures within close range of the caster at the time the effect is cast float 1 inch off the ground for the duration of the fey-link. This has no impact on movement speeds but halves falling damage.
90For 1 hour per caster level, creatures within close range of the caster must roll twice and take the best result on saving throws made against disease.
91As an instantaneous effect, poison ivy grows in a 5-ft. radius + 5 ft. per 5 caster level around the caster. The caster and any creature who enters the area must make a Fort save or take -1 penalty (which increases by 1 per 5 caster levels) on all magic skill checks made to concentrate for 1 hour per caster level. This is a poison effect.
92For 1 round per caster level, all creatures of the animal type within medium range of the caster grow 1 size category per the Size Change talent of the Alteration sphere. This effect stacks with other polymorph effects.
93For the duration of the fey-link, any creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
94The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
95All creatures of the animal type increase their starting attitude toward the caster by one step for the duration of the fey-link.
96All allied creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
97The illumination level of an area out to close range of the caster decreases by 1 step for the duration on the fey-link.
98For the duration of the fey-link, the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently.
99For the duration of the fey-link, the caster gains DR/cold iron equal to the caster level/2 (minimum 1).
100The caster sprouts fairy wings for the remainder of the fey-link. These wings have no effect.

Fate

d100Result
1For 1 day per caster level, all doors open themselves (unlocking themselves as well if the lock DC is less than 11 + caster level) whenever the caster comes within close range.
2(Combat) For 1d6 rounds, all creatures within close range of the caster must roll twice and take the worse for all d20 rolls.
3(Combat) For 1d6 rounds, no creature within close range of the caster is allowed to move closer to the caster than they currently are. They move away and the caster may move towards them, but any movement that would reduce their distance to the caster is prohibited.
4For 1 hour per caster level, the caster must lie whenever asked a question.
5(Combat) For 1 round per caster level, all rolls of any kind made by allied creatures within long range of the caster are treated as having rolled their average value (round down).
6The casting time decreases by 1 step.
7All creatures capable of speech within medium range of the caster state their name, creature type and subtypes, where they came from, why they are where they are, and where they are going as a free action on their next turn. They speak in whichever language they are most comfortable with (usually one of the ones gained from their race), which you may or may not understand.
8For 1 minute per caster level, the caster and any creature adjacent to the him do not automatically hit on a natural 20 and are incapable of threatening a critical hit.
9The caster gains knowledge of one talent of his choice from this sphere for 1 round.
10For 1 minute per caster level, the caster gains an overwhelming aura of every alignment and counts as the worst available alignment for the purpose of effects than vary based on alignment.
11(Combat) For 1d6 rounds, all hostile creatures within close range of the caster must roll twice and take the best result for all d20 rolls.
12The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
13(Combat) For 1 round per caster level, any time the caster deals damage to any creature, the caster takes 1 point of nonlethal damage per caster level. If dealing damage to multiple creatures with one action, only the highest value is used. Likewise, whenever a creature deals damage to the caster, the creature takes 1 point of nonlethal damage per caster level.
14The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
15(Combat) Until the end of his next turn, the caster treats all d20 rolls as if he had rolled a natural 10.
16The casting time decreases by 2 steps.
17For 1 hour per caster level, the caster is unable to tell an intentional lie.
18(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain an insight bonus to AC equal to one quarter caster level (minimum 1).
19(Combat) For 1 round per caster level, all rolls of any kind made by hostile creatures within long range of the caster are treated as having rolled their average value (round down).
20(Combat) For 1d6 rounds, all creatures within close range of the caster must roll twice and take the best result for all d20 rolls.
21(Combat) Until the end of his next turn, the caster treats all d20 rolls as if he had rolled a natural 1.
22For 10 minutes per caster level, at the end of each of the caster’s turns, all valid targets within 5 ft. of the caster are affect by the Close (word) talent.
23For 1 round per caster level, the caster is automatically treated as if he rolled 10 on all d20 rolls. This prevents taking 20.
24The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
25The next attack roll targeting the caster originating from a hostile creature is treated as having been a natural 1.
26(Combat) All creatures within close range of the caster must succeed on a Will save or treat all d20 rolls as if they had rolled a natural 1 until the end of their next turn.
27Effect receives a -4 penalty to caster level (minimum 1).
28For 1 hour per caster level, any time the caster rolls a natural 1 or a natural 20 on a d20, he must reroll and take the new value.
29As an instantaneous effect, all hostile creatures within close range of the caster must save or be affected by the Divine Force (consecration) talent, regardless of alignment.
30The caster is placed under a geas as the Geas advanced talent of the Fate sphere to do the next thing they are asked to do. The caster is unaware of this result until the request is made. The geas disappears after being completed or in 1d6 days, whichever comes first.
31(Combat) For 1 round per caster level, all rolls of any kind made by creatures within long range of the caster are treated as having rolled their average value (round down).
32(Combat) For 1 round per caster level, all hostile creatures within close range of the caster lose the benefit of all circumstance, competence, dodge, insight, luck, resistance, and sacred bonuses to d20 rolls and may ignore all penalties to d20 rolls.
33(Combat) For 1d6 rounds, all hostile creatures within close range of the caster must roll twice and take the worse for all d20 rolls.
34Until the end of the caster’s next turn, all creatures within close range are unable to discern creatures of the caster’s alignment. Affected creatures treat all creatures possessing that alignment as invisible and inaudible, even to special senses such as blindsense, lifesense, blindsight, etc.
35The caster is fatigued.
36(Combat) Until the start of the caster’s next turn, all creatures within close range of the caster automatically deal nonlethal damage with all attacks, spells, and other effects.
37(Combat) For 1 round per caster level, all attack and damage rolls targeting the caster are treated as having rolled their average value (round up). Creatures targeting the caster are aware of this effect and may choose to change their actions in response to that knowledge. This effect applies after effects like the Maximize Spell metamagic feat.
38For 1 hour, all insight bonuses within close range of the caster are instead treated as penalties.
39(Combat) Until the start of the caster’s next turn, all hostile creatures within close range of the caster automatically deal nonlethal damage with all attacks, spells, and other effects.
40The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
41Effect receives a +2 bonus to caster level.
42For 1 hour, all sacred and profane bonuses within close range of the caster are doubled. This can not result in a bonus greater than +10.
43For 1 round per caster level, no creature within medium range of the caster may benefit from luck bonuses.
44For 1 hour per caster level, the caster must speak in lies. Anything may be spoken, so long as it is untrue.
45The next creature to target the caster with an attack gains the ability to smite all alignments possessed by the caster as the paladin class feature, using its Hit Dice in place of paladin levels. Only one use of this smite is granted and it must be used within 1 hour or it is lost.
46All allied creatures within close range of the caster must succeed on a Will save or be unable to discern creatures of the caster’s alignment for a number of rounds equal to the effect’s caster level/2 (min 1 round). Affected creatures treat all creatures possessing that alignment as invisible and inaudible, even to special senses such as blindsense, lifesense, blindsight, etc.
47As an instantaneous effect, all allied creatures within close range of the caster must save or be affected by the Divine Force (consecration) talent, regardless of alignment.
48(Combat) Until the start of the caster’s next turn, all allied creatures within close range of the caster automatically deal nonlethal damage with all attacks, spells, and other effects.
49(Combat) The caster is dazed for 1 round.
50Roll again on the Universal wild magic table.
51For 10 minutes per caster level, at the end of each of the caster’s turns, all valid targets within 5 ft. of the caster are affect by the Open (word) talent.
52As an instantaneous effect, all creatures within close range of the caster must save or be affected by the Divine Force (consecration) talent, regardless of alignment.
53For 1 minute per caster level, all creatures within close range of the caster must speak in lies. Anything may be spoken, so long as it is untrue.
54The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
55Any creatures within close range of the caster when this result is triggered must succeed on a Will save or be unable to tell an intentional lie for 1 hour per caster level.
56The next attack roll targeting the caster originating from a hostile creature is treated as having been a natural 20.
57For 1 day per caster level, all doors shut and lock themselves (if a lock is present) whenever the caster comes within close range for the first time each hour.
58For 1 minute per caster level, the caster becomes unable to discern creatures of a random alignment. The caster treats all creatures possessing that alignment as invisible and inaudible, even to special senses such as blindsense, lifesense, blindsight, etc.
59(Combat) For 1 round per caster level, all die rolls made by the caster are treated as having given their average result (round down).
60As an instantaneous effect, all valid targets within long range are affected by the Open (word) talent.
61For 1 minute per caster level, all luck bonuses are doubled within close range of the caster.
62The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
63For 10 minutes per caster level, whenever a individual creature comes within medium range of the caster for the first time during the duration of this result, the caster must state his name, creature type and subtypes, where he came from, why he is where he is, and where he is going as a free action on his next turn. The caster speaks in whichever language he is most comfortable with (usually one of the ones gained from his race).
64The caster makes a single magical skill check against all Fate sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
65The caster loses access to this sphere for 1d6 rounds.
66(Combat) For 1d6 rounds, the caster must roll twice and take the worse for all d20 rolls.
67(Combat) All creatures within close range of the caster must succeed on a Will save or treat all d20 rolls as if they had rolled a natural 10 until the end of their next turn.
68For 1 minute per caster level, the caster may not benefit from luck bonuses.
69For 1 hour per caster level, all creatures within long range of the caster are treated as if they had the true neutral alignment for all effects they are subjected to.
70The caster is exhausted.
71(Combat) For 1 round per caster level, all creatures within close range of the caster gain an insight bonus to saving throws equal to half caster level (minimum 1).
72(Combat) For 1d6 rounds, all allied creatures within close range of the caster must roll twice and take the worse for all d20 rolls.
73The caster automatically fails his next Sense Motive check made that day, being treated as if his total result is 0 regardless of bonuses and penalties to the skill.
74The effect fails and the action is lost. Spell points or spell slots are not lost.
75For 1 round per caster level, the caster gains alignment auras opposite to their own alignment (neutral characters instead gain auras corresponding to a random extreme alignment) and counts as that alignment or alignments for the purposes of spells and effects. Additionally, any spells or effects the caster possesses that are dependent on alignment are inverted (smite evil becomes smite good, detect law becomes detect chaos, etc.). This alters all new and ongoing effects originating from the caster. Once this result expires, ongoing effects that were subject to this ability change back to their normal effect.
76As an instantaneous effect, all valid targets within long range are affected by the Close (word) talent.
77(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain an insight bonus to saving throws equal to one quarter caster level (minimum 1).
78(Combat) For 1d6 rounds, all allied creatures within close range of the caster must roll twice and take the best result for all d20 rolls.
79For 1 round per caster level, all creatures within close range of the caster gain alignment auras opposite to their own alignment (neutral characters instead gain auras corresponding to a random extreme alignment) and count as that alignment or alignments for the purposes of spells and effects. Additionally, any spells or effects the creature possesses that are dependent on alignment are inverted (smite evil becomes smite good, detect law becomes detect chaos, etc.). This alters all new and ongoing effects originating from the creature. Once this result expires, ongoing effects that were subject to this ability change back to their normal effect.
80All hostile creatures within close range of the caster must succeed on a Will save or be unable to discern creatures of the caster’s alignment for a number of rounds equal to caster level/2 (min 1 round). The affected creatures treat all creatures possessing that alignment as invisible and inaudible, even to special senses such as blindsense, lifesense, blindsight, etc.
81For 1 round per caster level, every creature within close range of the caster glows a different color depending on their alignment. Evil=red, good=green, lawful=blue, chaotic= yellow. Creatures with mixed alignment produce bands of both colors. True neutral creatures darken instead of glow.
82The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
83(Combat) For 1 round per caster level, all allied creatures within close range of the caster lose the benefit of all circumstance, competence, dodge, insight, luck, resistance, and sacred bonuses to d20 rolls and may ignore all penalties to d20 rolls.
84The first time the caster rolls a d20 after his next initiative roll, he may choose the result. The next d20 roll after that is treated as having rolled 21 - the previous roll.
85The casting time increases by 1 step.
86(Combat) For 1 round per caster level, all creatures within close range of the caster lose the benefit of all circumstance, competence, dodge, insight, luck, resistance, and sacred bonuses to d20 rolls and may ignore all penalties to d20 rolls.
87Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
88For 1 hour per caster level, the caster fails to register any alignment to any alignment detecting magic.
89For 1 round per caster level, the caster automatically deals nonlethal damage with all attacks, spells, and other effects.
90(Combat) For 1 round per caster level, all creatures within close range of the caster gain an insight bonus to AC equal to half caster level (minimum 1).
91The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
92The casting time increases by 2 steps.
93(Combat) The caster is stunned for 1 round.
94Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
95The effect fails and the action is lost. Spell points or spell slots are lost.
96For 1 hour, all sacred and profane bonuses within close range of the caster are instead treated as penalties.
97(Combat) The caster is nauseated for 1 round.
98All creatures within close range of the caster may choose to treat one d20 roll within the next 1d6 rounds as a natural 20.
99(Combat) For 1d6 rounds, any 20 rolled on a d20 within close range of the caster is treated as having rolled a natural 1.
100For 1 hour, all luck bonuses within close range of the caster are instead treated as penalties.

Illusion

d100Result
1A longsword appropriately sized for the caster made of shadow-stuff appears in the caster’s hand. The caster is proficient with this weapon and it deals bonus damage equal to caster level. Each time it deals damage, the target is allowed a Will save; success reduces the damage dealt by half and destroys the blade. Otherwise the blade persists for 1 hour per caster level or until it leaves the caster’s possession.
2The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
3All creatures within close range of the caster gain the appearance and odor of being covered in excrement for 10 minutes per caster level.
4The caster is unable to perceive the effect in any fashion, leaving him unable to control, alter, or dismiss it once cast.
5For 1 minute per caster level, an illusory raincloud follows the caster. The caster is unable to disbelieve this raincloud.
6An illusion depicting the caster’s greatest desire appears within long range and persists for 1 round per caster level. This figment cannot be larger than the caster’s maximum illusion size.
7For 1 hour per caster level, an illusory duck sits on the casters head and cannot be covered by any means.
8(Combat) All creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
9An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Hostile creatures are unaffected.
10For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect moves with the caster. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
11For 1 hour per caster level, dramatic effects, music, and crowd noises accompany the caster whenever he makes a Perform skill check, granting a competence bonus equal to 1/2 caster level (minimum 1) on such checks.
12For 1 minute per caster level, all sound is amplified within close range of the caster, granting a circumstance bonus equal to 1/2 caster level on sound-based Perception checks.
13For 10 minutes per caster level, the caster’s voice is amplified, granting a bonus on Perception checks to hear the caster speak equal to caster level.
14Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
15For 1 minute per caster level, all sound is dampened within long range of the caster, imposing a penalty equal to 1/2 caster level on sound-based Perception checks.
16For 1 round per caster level, all of the caster’s attended objects become invisible as the Invisibility talent.
17The caster gains knowledge of one talent of his choice from this sphere for 1 round.
18(Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster may not make attacks of opportunity against any creature.
19The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
20The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
21The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
22The next time that the caster enters a settlement with more than 100 inhabitants, his arrival is heralded by an intense display of illusory fireworks over his position, clearly visible and audible for 2d6 miles if in an open area.
23Any creature making a Will save to disbelieve the effect may roll twice and take the best result.
24(Combat) For 1d6 rounds, all creatures within medium range become invisible as the Invisibility talent.
25For 10 minutes per caster level, the sound generated by the caster’s movements are amplified, imposing a penalty on Stealth checks equal to caster level.
26For 1 minute per caster level, the caster is unable to see through his own illusions.
27(Combat) The caster is stunned for 1 round.
28For 1 hour per caster level, the caster’s clothes appear dramatically inappropriate to the surrounding area (winter clothes in a desert, beggar’s rags in a palace, etc.).
29For 1 minute per caster level, any words the caster thinks are displayed by letters floating above his head. This may make Bluff checks fail automatically.
30For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear bright and cheery. Creatures within this area may roll twice and take the best result on saves against fear effects and any demoralization check within this area takes a penalty equal to 1/2 caster level (minimum 1).
31The caster is fatigued.
32The caster loses access to this sphere for 1d6 rounds.
33The effect ends the first time a creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
34For 1 hour per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 2 precipitation of the weather sphere. This fog follows the caster.
35Effect receives a +2 bonus to caster level.
36The casting time decreases by 1 step.
37All creatures within long range of the caster have their faces covered by an illusion of the caster’s face for 1 minute per caster level. This has no impact on their senses but may prove confusing.
38For 10 minutes per caster level, the caster gains the appearance and odor of being covered in excrement.
39The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
40For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s most embarrassing moments.
41All allied creatures within illusion range must succeed on a Will save or gain an illusory disguise as the Illusionary Disguise talent, appearing as the nearest hostile creature for 1 minute per caster level.
42All creatures and objects within medium range of the caster are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
43The effect fails and the action is lost. Spell points or spell slots are lost.
44For 1 hour per caster level, the caster leaves a trail of phantasmal gold coins whenever moving at least 5 ft., creating 1 coin per caster level per 5 ft. moved. These coins disappear 1 minute per caster level after appearing or immediately if spent.
45The effect fails and the action is lost. Spell points or spell slots are not lost.
46For 10 minutes per caster level, an illusory minstrel follows the caster, singing loudly of the caster’s greatest deeds.
47(Combat) Rapidly shifting illusory disguises that only the caster can perceive make it impossible for the caster to distinguish friend from foe. For 1d6 rounds, the caster treats all creatures as hostile and must attempt attacks of opportunity against all creatures and attempt saves against all effects whenever possible.
48All creatures and objects within medium range of the caster are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
49For 10 minutes per caster level, the caster is followed by a cartoonish figment of himself that mimics his actions in a mocking way.
50For 1d6 rounds, attempts to disbelieve the effect automatically fail.
51Effect receives a -4 penalty to caster level (minimum 1).
52For 10 minutes per caster level, the caster leaves glowing illusory footprints wherever he travels (including while flying, swimming, and teleporting). These footsteps persist for 1 hour.
53All creatures within close range of the caster when the effect is cast must succeed on a Will save or have every word they think displayed by letters floating above their head for 1 minute per caster level. This may make Bluff checks fail automatically.
54Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
55For 1 round per caster level, an illusory fog surrounds fills the caster’s illusion range, acting as a fog per the category 3 precipitation of the Weather sphere. This fog follows the caster.
56All creatures within medium range of the caster when this result is triggered leave glowing illusory footprints wherever they travel (including while flying, swimming, and teleporting) for 10 minutes per caster level. These footsteps persist for 1 hour.
57The effect appears subtly off, granting a +2 bonus to save DCs to disbelieve it.
58For 1 hour per caster level, a dramatic illusory fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
59All creatures within illusion range gain an illusory disguise as the Illusionary Disguise talent, appearing as the caster for 1 minute per caster level.
60For 1 minute per caster level, the caster becomes invisible as the Invisibility talent.
61Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels. Hostile creatures are unaffected.
62A destructive blast with the Fire Blast and Explosive Orb talents of the Destruction sphere as mimicked by the Fey Adept’s create reality ability explodes centered on the target or middle of the target area.
63The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
64An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level. Allied creatures are unaffected.
65The casting time increases by 2 steps.
66Roll again on the Universal wild magic table.
67For 10 minutes per caster level, a subtle illusion alters an area out to long range from the caster, making the environment appear twisted and sinister. Creatures within this area must roll twice and take the worst result on saves against fear effects and any demoralization check within this area gains a circumstance bonus equal to 1/2 caster level (minimum 1).
68Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
69Creatures automatically get a Will save to disbelieve the effect upon perceiving it without any further interaction.
70The effect blocks line of effect, even once disbelieved.
71The caster and all his attended objects are permanently monochromatic. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
72The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
73(Combat) The caster is dazed for 1 round.
74For 1 round per caster level, a figment of a creature of the GM’s choice with a CR of at least the caster’s Hit Dice + 2 appears within medium range of the caster and menaces the caster and allies.
75(Combat) All hostile creature’s within long range gain illusory doubles that only the caster’s allies can perceive. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
76The casting time increases by 1 step.
77An illusion appears in the caster’s square depicting a flash of flame and the caster’s charred corpse falling to the ground. The caster becomes invisible as the Invisibility talent for 1d6 rounds.
78(Combat) Rapidly shifting illusory disguises make it impossible for any creature within close range of the caster to distinguish friend from foe. For 1d6 rounds, the all creatures in the area must succeed on a Will save each round or treat all creatures within the area as hostile and must attempt attacks of opportunity against all creatures in the area and attempt saves against all effects originating from creatures within the area whenever possible.
79(Combat) For 1d6 rounds, all hostile creatures within medium range become invisible as the Invisibility talent.
80The caster and all his attended objects are permanently stained a bright color of the GM’s choice. This effect can only be removed by the Break Enchantment talent of the Life sphere or similar magic.
81The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
82The caster is exhausted.
83The caster makes a single magical skill check against all Illusion sphere effects and effects with the glamour and phantasm descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
84(Combat) For 1d6 rounds, all allied creatures within medium range become invisible as the Invisibility talent.
85For 1 round per caster level, an illusion depicting the caster’s greatest fear appears within close range and menaces the caster. This figment cannot be larger than the caster’s maximum illusion size.
86For 1 round per caster level, the caster appears to be weak and harmless. Any creature targeting the caster with an attack roll or non-harmless effect must succeed on a Will save or be forced to choose a different target or lose their action.
87Illusory cold surrounds fills the caster’s illusion range, acting as per the category 3 cold of the Weather sphere + 1 category per 7 caster levels.
88The effect ends the first time a hostile creature within 20 ft. of it succeeds on a Will save against an Illusion sphere or illusion school effect.
89For 1d6 rounds, illusory duplicates of all creatures within close range of the caster at the time this result is triggered attack the original creatures. Treat these duplicates as having the benefit of the Illusionary Touch talent taken twice as well as the Illusionary Sound talent.
90(Combat) The caster is nauseated for 1 round.
91The casting time decreases by 2 steps.
92The caster’s face is covered with a repulsive illusory disguise as the Illusionary Disguise talent for 1 minute per caster level, imposing a penalty equal to caster level on all Charisma-based checks.
93All allied creatures within medium range gain illusory doubles. These illusory doubles impose a 50% miss chance on any attack against the creature and each duplicate disappears after one attack fails against this miss chance or after 1 minute per caster level.
94The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
95For 1 round per caster level, a swarm of illusory insects covers an area out to illusion range, dealing 1 point of nonlethal damage per 2 caster levels. This effect remains stationary. When first exposed to this effect, a creature is allowed a single Will save to negate the damage from this effect for its duration.
96Creatures who disbelieve the effect treat it as opaque, blocking line of sight.
97An illusory wind surrounds fills the caster’s illusion range, acting as per the category 3 wind of the Weather sphere + 1 category per 7 caster levels. This wind blows directly toward the caster and dissipates after 1 round per caster level.
98Any creature making a Will save to disbelieve the effect must roll twice and take the worst result.
99Illusory heat surrounds fills the caster’s illusion range, acting as per the category 3 heat of the Weather sphere + 1 category per 7 caster levels.
100For 1 round per caster level, all attended objects within close range of the caster become invisible as the Invisibility talent.

Life

d100Result
1For 1 hour per caster level, creatures within close range of the caster must roll twice and take the worst result on saving throws made against disease.
2For 1 hour per caster level, all hostile creatures within long range of the caster automatically succeed on checks made to stabilize when they have negative hit points.
3(Combat) The caster is dazed for 1 round.
4The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
5For 10 minutes per caster level, the caster gains a fear of blood and is shaken whenever within 20 ft. of a creature below half hit points or suffering from bleed damage.
6The caster takes nonlethal damage equal to twice caster level.
7The caster is fatigued.
8For 1 minute per caster level, all creatures with close range of the caster overflow with positive energy, gaining resistance to negative energy damage equal to caster level.
9All allies within close range gain fast healing equal to the effect’s caster level/2 (round up) for a number of round equal to caster level.
10All targets within medium range receive temporary hit points equal to double caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level.
11For 1 minute per caster level, any creature affected by a Life sphere or Conjuration (healing) effect originating from the caster must succeed on a Fortitude save or be sickened for 1d6 rounds. This is a [pain] effect.
12For 1 round per caster level, all allied creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
13For 1d6 rounds, all hostile creatures within close range of the target are immune to Life sphere effects.
14The caster may choose a creature within close range that loses hit points equal to the damage cured or invigorated, the creature receiving any conditions or damage restored. The creature chosen cannot be the original target. This cannot reduce the affected creature’s hit points or ability scores below 1. The affected creature cannot receive equal or more negative levels than it has Hit Dice.
15For 1d6 rounds, all creatures within close range of the target are immune to Life sphere effects.
16For 1 round per caster level, the caster is turned into a positive energy elemental. Treat this as a shapeshift with the Elemental Transformation talent of the Alteration sphere with the fire elemental option, replacing the burn damage with 1d4 points of positive energy, which deals damage to creatures harmed by positive energy and heals those healed by positive energy. Any creature ending their turn adjacent to the positive energy elemental are healed a number of hit points equal to 1/2 caster level (minimum 1). Creatures harmed by positive energy instead take an equal amount of damage, no save.
17All hostile creatures within close range take nonlethal damage equal to twice caster level.
18(Combat) All hostile creatures within medium range of the caster are affected as if the caster had cast restore on them.
19All allied creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
20For 10 minutes per caster level, the caster gains vulnerability to negative energy damage, increasing any negative energy damage taken by 50%.
21For 1d6 rounds, each time a creature within close range of the caster is targeted by a Life sphere or conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail.
22The casting time increases by 2 steps.
23For 1 round per caster level, all creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
24For 1 hour per caster level, all allied creatures within close range of the caster automatically succeed on checks made to stabilize when they have negative hit points.
25(Combat) For 1d6 rounds, creatures within close range of the caster that would be slain or destroyed by hit points damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point.
26(Combat) All hostile creatures within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid.
27The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
28For 1d6 rounds, each time a hostile creature within close range of the caster is targeted by a Life sphere or Conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail.
29(Combat) All hostile creatures within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level.
30The casting time increases by 1 step.
31All allied creatures within close range take nonlethal damage equal to twice caster level.
32Any creature brought to its maximum hit points by a Life sphere or Conjuration (healing) effect originating from the caster during the next 1 minute per caster level must succeed on a Fortitude save or be nauseated for 1 round.
33Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
34For 1 round per caster level, all hostile creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
35(Combat) For 1 round per caster level, all allied creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%.
36All allied creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
37All creatures within long range capable of perceiving the caster with the lifesense ability must succeed on a Reflex save or be blinded and lose their lifesense ability for 1d6 rounds.
38Any hostile creature within medium range of the caster that has died since the start of the caster’s previous turn are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent.
39All allies within medium range receive temporary hit points equal to twice caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points.
40(Combat) The caster is stunned for 1 round.
41The casting time decreases by 2 steps.
42The caster gains momentary transcendent knowledge of life, the universe, and everything. Then it vanishes, leaving the caster terribly depressed and staggered for 1d6 rounds.
43Effect receives a -4 penalty to caster level (minimum 1).
44(Combat) For 1d6 rounds, all creatures within close range of the caster are immune to Life sphere effects.
45(Combat) The caster is nauseated for 1 round.
46The caster gains knowledge of one talent of his choice from this sphere for 1 round.
47All creatures within close range take nonlethal damage equal to twice caster level.
48For 1 round per caster level, all creatures within close range of the target gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
49For 1 hour per caster level, all creatures within long range of the caster automatically succeed on checks made to stabilize when they have negative hit points.
50The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
51All creatures within close range gain fast healing equal to the effect’s caster level/2 (round up) for a number of round equal to caster level.
52All creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
53All allies within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level.
54For 10 minutes per caster level, benefiting from a Life sphere effect or receiving any magical healing nauseates the target for 1 round.
55For 1d6 rounds, all allied creatures within close range of the target are immune to Life sphere effects.
56For 1d6 rounds, each time an allied creature within close range of the caster is targeted by a Life sphere or conjuration (healing) effect, it must succeed on a Fortitude save equal to this effect’s DC or have the effect fail.
57The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
58The caster loses hit points equal to the damage cured or invigorated and the caster receives any conditions, diseases, damage, drain, negative levels, or poison removed via restore. If the caster was the target, this effect instead targets the caster’s nearest ally. This cannot reduce the affected creature’s hit points or ability scores below 1. The affected creature cannot receive equal or more negative levels than it has Hit Dice.
59For 1 round per caster level, all allied creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
60For 1 hour per caster level, creatures within close range of the caster may roll twice and take the best result on saving throws made against disease.
61The caster gains a 20-ft. aura for 1 round per caster level that grants all creatures inside it fast healing 1.
62Roll again on the Universal wild magic table.
63For 10 minutes per caster level, any creature that senses the caster with the lifesense ability must succeed on a Reflex save or be blinded and lose their lifesense ability for 1 round per caster level.
64(Combat) For 1d6 rounds, the caster leaves behind a glowing trail of positive energy. Any creature that enters a square that has been occupied by the caster since the beginning of the caster’s previous turn is healed a number of hit points equal to caster level. This is a positive energy effect. Creatures harmed by positive energy are instead damaged, though are allowed a Will save to reduce this damage by half. A creature may only be affected by this ability once per turn.
65The caster is exhausted.
66The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
67(Combat) For 1d6 rounds, hostile creatures within close range of the caster that would be slain or destroyed by hit point damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point.
68The effect fails, but all witnesses believe it was successful.
69For 1 minute per caster level, the caster grants fast healing 1 to any target touching it (not itself). This does not stack with any fast healing it might already have.
70For one minute, the caster gains fast healing equal to half caster level. If this healing would cause the caster’s hit points to exceed his normal maximum hit points, the effect ends and the caster is nauseated for 1d6 rounds.
71All hostile creatures within close range of the target are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
72(Combat) All hostile creatures within medium range receive temporary hit points equal to twice caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level.
73The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
74(Combat) For 1d6 rounds, all allied creatures within close range of the caster are immune to Life sphere effects.
75The effect fails and the action is lost. Spell points or spell slots are not lost.
76The effect is cast normally, but all witnesses believe it failed.
77All hostile creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
78The next time within 1 day per caster level that the caster is slain by hit point damage, he is restored to 1 hit point at the start of his next turn. This ability otherwise works as the Resuscitate talent.
79All creatures within long range receive temporary hit points equal to caster level. These stack with temporary hit points from other sources and may exceed the creature’s maximum hit points. These temporary hit points persist for 1 minute per caster level.
80The effect is delayed for 1 round from when it was cast.
81The casting time decreases by 1 step.
82The effect fails and the action is lost. Spell points or spell slots are lost.
83Effect receives a +2 bonus to caster level.
84All allies within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid.
85All creatures within close range gain regeneration equal to caster level/2 (round up) for a number of round equal to caster level. This regeneration can be overcome by fire and acid.
86Any allied creature within long range of the caster that has died in the previous 10 minutes are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent.
87(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
88The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
89(Combat) All hostile creatures within close range gain fast healing equal to caster level/2 (round up) for a number of round equal to caster level.
90All creatures within close range of the caster are healed 1 hit point per caster level. This is a positive energy effect. Creatures harmed by positive energy take an equal amount of damage with a Will save to reduce the damage by half.
91(Combat) For 1 round per caster level, all creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%.
92(Combat) For 1d6 rounds, all hostile creatures within medium range of the caster are immune to Life sphere effects.
93For 1 round per caster level, the caster gains a circumstance bonus on saves against poison and disease and a penalty on saves against effects that cause bleed damage equal to 1/4 caster level (minimum 1).
94Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
95Any creature within medium range of the caster that has died since the start of the caster’s previous turn are restored to life with 0 hit points. This ability otherwise works as the Resuscitate talent.
96For 1 minute per caster level, the caster overflows with positive energy, gaining immunity to negative energy damage.
97The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
98For 1 round per caster level, all hostile creatures within close range of the caster gain vulnerability to negative energy damage, increasing any negative energy damage taken by 50%.
99The caster loses access to this sphere for 1d6 rounds.
100For 1d6 rounds, allied creatures within close range of the caster that would be slain or destroyed by hit point damage are instead reduced to 1 hit point. Creatures with negative hit points automatically have their hit points total increased to 1 hit point.

Light

d100Result
1The casting time increases by 2 steps.
2Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
3The caster makes a single magical skill check against all Dark sphere effects and effects with the dark descriptor within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
4All hostile creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
5All allied creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
6The caster is bathed in intense light, taking caster level/2 points of fire damage each round for 1d6 rounds. Any creature attempting to target the caster with an attack during this duration must succeed on a Reflex save or be blinded until the start of their next turn. Creatures with closed eyes or that do not rely on sight are unaffected when targeting the caster.
7Creatures with the light blindness universal monster ability have the penalties from any light source originating from the caster for doubled for 1 minute per caster level.
8The effect fails and the action is lost. Spell points or spell slots are not lost.
9The caster becomes afraid of the light, taking a -2 penalty on saves against fear effects while in areas with greater than dim light for 1 hour per caster level.
10The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
11For 1 minute per caster level, the light levels within medium range of the caster are increased by 2 steps.
12For 1 minute per caster level, the light levels within medium range of the caster are decreased by 2 steps.
13A flash blinds the caster for 1 round.
14The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
15The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
16(Combat) The caster is dazed for 1 round.
17Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
18All creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
19All active glow effects within long range of the caster shed light for half their normal radius for 1 minute per caster level.
20Effect receives a +2 bonus to caster level.
21All allied creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
22The target is surrounded by strobing lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Fortitude save or be sickened for 1d4 rounds.
23For 1 round, any weapon or natural weapon wielded by hostile creatures within medium range gain the brilliant energy weapon special ability.
24The effect has a 50% chance each round of functioning or not functioning. This has no effect on duration.
25All creatures within close range must succeed on a Reflex save or glow brightly and be trapped per the Bound Light talent for 1 round per caster level.
26The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are decreased by 2 steps to a maximum of total darkness for 1d6 rounds. This decrease overrides any increase from your glow.
27(Combat) The caster is stunned for 1 round.
28All active glow effects within long range of the caster shed light for double their normal radius for 1 minute per caster level.
29Flickering motes appear out to the caster’s glow range for caster level minutes. These motes are too small to increase light levels, but are distracting, imposing a -4 penalty on all vision-based Perception checks.
30The caster is unable to perceive changes in light level resulting from his own light effects for 10 minutes per caster level. If the caster would have suffered penalties for low light level without their light effect, they still suffer them.
31(Combat) The caster is nauseated for 1 round.
32A beacon of bright magical light shines down on the caster for as long as he concentrates, levitating the caster up or down at the rate of 10 ft. each round.
33The effect fails and the action is lost. Spell points or spell slots are lost.
34All creatures that are not blind within close range of the caster are sickened by strobing lights for 1d4 rounds.
35For 1 round, any weapon or natural weapon the caster wields gains the brilliant energy weapon special ability.
36All allied creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
37All hostile creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
38A beacon of bright magical light shines down on the caster for 1 round, blinding anyone who looks upon them for 1 minute (a successful Fortitude save negates this effect).
39The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are increased by 2 steps to a maximum of bright light for 1d6 rounds. This increase stacks with any increase from your glow.
40All mundane light sources within close range of the effect cease to affect illumination levels until outside that range.
41A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster and follows the caster at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the caster were hostile. This effect persists for 1 round per caster level.
42The radius of your light and bright light decrease by 5 ft. per round for 2d6 rounds to a minimum of 5 feet.
43The caster’s eyes momentarily glow brightly for 1 round granting the benefits of True Seeing for the duration.
44All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
45All creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
46Creatures sensitive to bright light (such as those with the light blindness universal monster ability) are unaffected by an light source originating from the caster for 1 minute per caster level.
47The target is surrounded by pulsating lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Will save or be fascinated for 1d4 rounds.
48The caster gains knowledge of one talent of his choice from this sphere for 1 round.
49All creatures and objects within range of your glow are stained a random color per the Style talent.
50All hostile creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
51All mundane light sources within close range of the caster increase their light level by 1 step for 1 round, but are then extinguished.
52The caster emits an aura of hypnotic light per the Hypnotic Pattern talent for 1 minute per caster level. The caster automatically fails his save against this effect.
53The casting time decreases by 2 steps.
54Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
55The caster is exhausted.
56The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
57The caster’s eyes glow brightly for 1 hour granting the see In darkness ability for the duration.
58The caster is stained a random color per the Style talent.
59The caster becomes afraid of the dark, taking a -2 penalty on saves against fear effects while in areas with less than normal light for 1 hour per caster level.
60All creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
61The caster loses access to this sphere for 1d6 rounds.
62All creatures within long range of the caster are dazzled for 1 round.
63For 1d6 rounds, the caster is surrounded by strobing lights, causing the caster to be sickened.
64Roll again on the Universal wild magic table.
65The illumination level in the caster’s space is reduced by 1 step per 5 caster levels for 1 round per caster level. This effect moves with the caster.
66For 1 minute per caster level, the target gains the See in Darkness universal monster trait.
67The casting time decreases by 1 step.
68The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
69The caster gains glows brightly and and is trapped per the Bound Light talent for 1 round per caster level.
70The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
71A beacon on bright magical light shines down on the caster for as long as he concentrates. Any hostile creature within close range of the caster must succeed on a Will save or become frightened for the duration.
72All creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
73Effect receives a -4 penalty to caster level (minimum 1).
74All hostile creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
75All creatures within close range of the target must succeed on a Reflex save or be blinded for 1 round.
76The caster’s eyes glow brightly for 1 round per caster level granting a gaze attack with a range of close, which deals 1d6 points of fire damage per caster level (Fortitude save for half).
77All allied creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
78All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round.
79A stationary pillar of brilliant light appears in the target’s space and follows the target, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
80All allied creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level.
81A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster’s nearest ally and follows the ally at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the ally were hostile. This effect persists for 1 round per caster level.
82All hostile creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level.
83For 1 minute per caster level, the caster treats areas of dim light or darker as if they were solid objects and is unable to enter or pass through such an area, though retains line of effect through such areas.
84The caster glows brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
85All mundane light sources within medium range of the caster cease to affect illumination levels until outside that range.
86A stationary pillar of brilliant light appears in the caster’s space and follows the caster, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
87All unlit mundane light sources (candles, torches, etc.) within close range of the caster become lit for 1 round per caster level (up to their normal maximum duration).
88The radius of your light and bright light increase by 5 ft. per round for 2d6 rounds.
89The caster is fatigued.
90The caster gains the light blindness universal monster ability for 10 minutes per caster level.
91The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
92All creatures within long range of the target are dazzled for 1 round.
93Your glow decreases the light level in its area an equal number of steps to that which it would normally increase it. Your bright light functions normally.
94For 1 round, any weapon or natural weapon wielded by creatures within medium range gain the brilliant energy weapon special ability.
95The effect doubles in size and effect (bonuses, penalties, damage, etc.) and the save DC, if any, increases by 4, but the effect’s duration is reduced to 1 round.
96All mundane light sources within medium range of the caster increase their light level by 2 steps for 1 round, but are then extinguished.
97The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
98All hostile creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
99The caster is surrounded by pulsating lights, causing all creatures within medium range of the caster to succeed on a Will save or be fascinated for 1d4 rounds.
100The casting time increases by 1 step.

Mana

d100Result
1The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store spell points, as well as any magical effects, terrain or items. This lasts for 1 hour.
2The caster’s target (if any) can always sense the location of the caster for 1 hour per caster level.
3The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round.
4A flux of magic enhances all effects. An area of potent magic is created in a 20-foot radius around the caster, which remains for 24 hours. Any effects cast within this radius are treated as if any variable components rolled their maximum possible number.
5Mana becomes as clear as light. You detect magic constantly as the base Divination sphere ability for 1 hour per caster level, and any attempt to identify magic items or effects with a Spellcraft check are treated as if you rolled a natural 20 on the check.
6Until the end of the caster’s next turn, all spell point costs the caster must pay are waived.
7Magic becomes obvious. Any creature being targeted by a magical effect within close range of the caster automatically knows the type of effect and the source of the effect. This lasts for 1 minute per caster level.
8Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
9Roll again on the Universal wild magic table.
10Your manabonds fuse incredibly easily. You may create a manabond as a free action to any creature within close range until the end of your next turn. Unwilling creatures get a Will save to resist this.
11Effect receives a -4 penalty to caster level (minimum 1).
12Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is no effect.
13The effect’s spell point cost is reduced to 0.
14Power becomes absolute. All penalties or bonuses to caster levels, magic skill bonuses and magic skill defenses are negated in a close range radius around you. This lasts for 1 round per caster level.
15In a medium range, the weather immediately shifts 1d4 severity levels higher for Precipitation, but the clouds instead rain bright blue globs of mana. If the severity level is at least 4, each round the caster is exposed to the skies, they have a 5% chance of being struck by electrical mana, dealing 1d6 electric damage per caster level, but granting them 1 spell point per 2 caster levels. This lasts until the caster is struck once, or for 1 hour.
16The effect is modified by a metamagic feat of the caster’s choosing, though they spend 1 additional spell point in the effect in addition to the extra cost of the metamagic feat. The caster may only select metamagic feats they do not possess.
17The caster’s target is stunned for 1 round. Fortitude negates.
18The casting time increases by 2 steps.
19The caster is fatigued. If they were already fatigued, they are exhausted.
20Until the end of the caster’s next turn, all spell point costs the caster must pay are waived.
21The next spell cast within close range of the caster automatically targets the caster, regardless of its maximum range or intended target. This lasts for 1 hour, or until a spell is redirected to the caster.
22Roll again on the Universal wild magic table.
23The caster becomes blind, but gains 60 feet blindsight that can only be used to see creatures that can store spell points, as well as any magical effects, terrain or items. This lasts for 1 hour.
24Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
25Suffer a -2 penalty to your caster level for 1 day, or until another creature grants a spell point to you, whether temporary or not.
26Your mana imprints to the floor. A permanent sigil spreading around a 15-foot radius around you is engraved into the floor. Any casters utilizing sphere effects on top of this sigil gain a +2 bonus to their caster level.
27The effect is fully paid by tomorrow’s energy. The sphere effect costs no spell points to cast, but the next time the spellcaster gains spell points, they subtract the amount of spell points they would have spent.
28You strain your body, using your vitality by mistake. Instead of paying the spell point cost for this sphere effect, you instead take 1 Constitution drain for each spell point you would have spent (minimum 1).
29Your magic takes a life of its own - and it does not appreciate your use. The spell effect gains life, as the Bestow Magic Life advanced talent (see the Enhancement sphere) and is not cast normally, instead remaining for a number of rounds equal to your caster level. It begins with an attitude initially hostile against you, and will utilize its powers to inhibit the caster for as long as it lives (including using its ability to cast sphere effects on the caster, or to grant spell points to enemies). As long as this creature lives, you cannot make use of the Mana sphere.
30You confuse yourself, temporarily forgetting how to use your magic. You suffer from the Mark Of Incompetency talent, using your level as its caster level. Randomly determine the drawbacks you gain.
31Mana bleeds from the world’s leylines. Each round, there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with a 1 being north and rotating clockwise) is splashed with liquid mana, granting any creature that walks into it 1 spell point, but bestowing a -2 penalty to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
32The caster’s body becomes transparent for 24 hours, granting them a +5 bonus on Stealth checks as long as they do not wear any clothing and do not hold or carry any items (including backpacks).
33You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance.
34For 1 minute, all magic items within long range of the caster shed light as a torch.
35The casting time increases by 1 step.
36Antimagic bleeds from the world’s leylines. Each round there is a 25% chance that a random adjacent tile to the caster (roll a 1d8 to determine the tile, with 1 being north and rotating clockwise) is splashed with liquid antimagic, removing 1 spell point from any creature that walks into it (or applying a -1 penalty to a random mental ability score if they do not have spell points), but granting them a +2 bonus to all saving throws they attempt against magic for 24 hours. This effect lasts for 1 round per caster level.
37For 1 minute, all magic items within long range of the caster shed light as a torch.
38All spellcasters within medium range immediately shed light as a torch, and special orbs revolve around them exposing the exact spheres they know, or magical schools they know spells of.
39The caster drains a single spell point from any other creature that has spell points within close range. Creatures may attempt a Fortitude save to negate this effect. Drained spell points are removed from the drained creature, and granted to the caster as temporary spell points that remain for 1 round per caster level.
40A zone of antimagic is created, stretching out in a 10-foot radius from the square the caster is in. The zone nullifies the spell that triggered it, and remains for 1 day per caster level.
41The caster emits light as a torch for 1 hour.
42An explosion of mana invigorates everyone. You and all allies within medium range gain 3 temporary spell points that last for 1 hour. Spells cast with these temporary spell points gain a +4 to their caster level to the effect.
43The caster becomes truly enlightened. They lose half of their maximum spell points, but increases their caster level by 4, and they gain knowledge of one additional talent in each base sphere they possess. This lasts for 1 hour.
44The caster suffers 2 ability drain to their casting ability modifier, even if they would normally be immune to ability drain.
45You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resistance, but your caster level is reduced to 1. This lasts for 1 round per caster level.
46Magic abandons their host. All spellcasters within close range are no longer able to utilize their spellcasting, and for each spellcaster, a random other creature within range gains all of their spellcasting capabilities. This only includes spell points, base caster levels and magic skill bonuses and defense, and not class features. This effect remains for 2 rounds, where the spellcasting capabilities return to their host (not including any spent spell points).
47The next sphere effect the caster utilizes, they may add a bonus to that sphere effect up to their caster level. The next two sphere effects they cast that costs a spell point has their caster level reduced by the amount the caster chose to increase their first cast by.
48The effect becomes ultrapowered. Increase the caster level of the effect by 10, but increase the spell point cost by 5. If the caster does not have enough spell points to cast the effect, they are exhausted, but the spell effect is still cast.
49You gain immunity to magic, becoming immune to all spells or spell-like abilities that allow spell resistance, but your caster level is reduced to 1. This lasts for 1 round per caster level.
50You gain 60 feet scent, but can smell magic instead, allowing you to spend a standard action identifying a single creature or object to learn information about magical effects on that creature or object, as the base Divination ability. The use of magic doubles the range of your scent, and dead magic zones reduce it by half. This lasts for 24 hours.
51The casting time increases by 1 step.
52Any manabonds the caster has active immediately become physical, as if casted with the Hardened Bond talent. This remains until the manabond otherwise expires normally.
53For 1 hour, all attempts to utilize a sphere effect within medium range causes a swirling, rainbow colored orb to float around the caster.
54Your magic blasts away foreign energies. In addition to its normal effects, you may make a free Counterspell attempt (as if you possessed the Counterspell feat) against any effects of your choice that your target has active upon them, and may exclude any effects you know of from this attempt.
55The caster loses access to this sphere for 1d6 rounds.
56You channel yourself too much into your magic; you become a creature of magic, gaining spell immunity to all spheres except the Mana sphere, but creatures can target you with antimagic effects. If you enter an antimagic field, are targeted by an antimagic effect (such as Counterspell), or otherwise enter a zone of dead magic, you must succeed at a Fortitude save each round or be slain. This lasts for 1 minute.
57An errant manabond is created. You create a Funnel manabond between yourself and an enemy within close range, if any. That creature is considered the creator of this manabond, and may drain your spell points if they continue to concentrate on it. Use your caster level for the caster level of this manabond.
58A magical sigil engraves on the ground, filling an area with a 30-foot radius centered on the caster. Any beneficial magical effect cast on a target within this sigil is also cloned and cast upon every other creature standing on the sigil. The sigil remains for 24 hours.
59The caster gains knowledge of one talent of their choice from any sphere they qualify for for 1 round.
60Effect receives a -4 penalty to caster level (minimum 1).
61The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify for for 24 hours.
62The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, they are instead dazed until the end of their next turn.
63All creatures you have a manabond with are electrocuted by a sudden wave of mana. Deal 1d4 untyped damage for every odd level you have to yourself and any creature you have a manabond with.
64A hostile sigil engraves into the ground, filling an area with a 30-foot radius centered on the caster. Any expenditure of spell points within this area causes the creature spending spell points to suffer 1d8 nonlethal damage for each spell point spent. This damage increases by 1 die at 3rd caster level and every 3 levels thereafter. The sigil remains for 24 hours.
65Any temporary spell points that any creature possesses within close range suddenly burst in a chaotic puff of energy, dealing 1d8 untyped damage per temporary spell point lost to the creatures that had them.
66You lose your sense of targeting. For 1 round per caster level, every time you utilize a targeted sphere effect, you must randomly decide the target between any creatures within valid range.
67(Combat) Caster is stunned for 1 round.
68If the effect has a duration longer than instantaneous, it instead only remains for 1 round, but the caster level of the effect is increased by 10. If it is instantaneous, reroll this result.
69All manabonds in close range are immediately subject to a dispel attempt with a result of 11 + the caster’s caster level.
70The caster learns an eldritch secret about mana. They gain knowledge of a Mana sphere talent they qualify for for 24 hours.
71A catastrophic reaction occurs. All creatures within medium range must succeed at a Fortitude save or lose spell points equal to their Hit Dice. The caster loses all of their spell points on a failed save.
72The effect’s spell point cost is reduced to 0.
73The ultimate catastrophic decay of internal magic occurs. For each base sphere the caster knows, they must roll a wild magic event on the respective sphere’s table, in addition to rolling once on the Universal wild magic table.
74The caster’s target is stunned for 1 round. Fortitude negates.
75The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute.
76The caster’s mana separates from the caster, forming a perfect transparent blue version of themselves that moves with them but is displaced 1 foot to the left. This remains for 24 hours.
77Roll twice and choose the result. Ignore any results that require rerolls. If both rolls are ignored, there is no effect.
78The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
79Magical energies flow away from you easily. The next beneficial spell that is cast upon you is instead granted to a random enemy within close range. The caster is not aware of this effect, and the benefiting creature may choose to not activate this ability if the effect does not satisfy them, instead waiting for a different one to apply it to. This lasts for 1 hour.
80You gain spell resistance equal to 5 + your caster level for 1 hour. You may not lower this spell resistance.
811d6 random simple weapons suddenly materialize at the caster’s feet, though such weapons are made of pure mana and are worthless. They remain permanently.
82The casting time increases by 2 steps.
83The effect fails, the action is lost, and spell points or spell slots spent are lost.
84The caster is exhausted. If they were already exhausted, they fall asleep.
85For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses.
86Roll again on the Universal wild magic table.
87If the effect is instantaneous, the caster level is reduced to 1, but the effect applies again at the start of the target’s turn for a number of rounds equal to the caster’s casting ability modifier. If the effect is not instantaneous, reroll this result.
88Wild energies infuse your magic. For 1 round per caster level, none of your effects may be negated by counterspells, antimagic fields or similar sources of antimagic.
89For 1 hour, every time you spend a spell point, you suffer untyped damage equal to the caster level of the effect for each spell point spent.
90The caster’s hair is recolored to a vibrant blue color permanently. This can be dispelled normally.
91Your magic infuses itself into your target. If you were casting a sphere effect on an ally or willing creature, you reduce their spell resistance by an amount equal to your casting ability modifier (or apply a penalty all saving throws they attempt against magic effects by the same amount). If you were casting on an enemy, you instead increase their spell resistance (or grant them a bonus on such effects). This lasts for 2 rounds.
92The caster gains a +2 inherent bonus to their casting ability modifier for 1 minute.
93The caster emits light as a torch for 1 hour.
94Your magic evaporates, with it leaving a leaking hole of mana within you. The spell fails and all spell points are lost, and you lose 1 spell point at the start of each turn until you spend a full-round action restabilizing your magic by spending 1 spell point.
95For 1 minute, each time the caster attempts to utilize a magic talent that is not in the Mana sphere, they are targeted by the base Spellburn talent. Use the caster’s caster level and magic skill bonus to determine the effects of this talent.
96All creatures within close range of the caster, including the caster, display obvious signs of how many spell points they have remaining, as detailed under the Unstable Storage general drawback.
97The caster suffers from the Vulnerable Caster drawback for 1 day, gaining no benefits for it.
98Magic becomes a beacon. All spellcasters that utilize a magic effect within medium range suffer a -1 penalty to their armor class for each magic effect they cast for the duration of this effect, and the penalty stacks with itself. This lasts for 1 minute per caster level.
99For 1 hour, all penalties to the caster’s caster level are instead treated as untyped bonuses.
100The caster suffers 1d6 ability damage to their casting ability, even if they would normally be immune to ability damage.

Mind

d100Result
1The caster must succeed on a Will save or believe himself to be a chicken for 1 round per caster level. The caster will flee if attacked, but otherwise stands still and pecks at the ground looking for food.
2The casting time decreases by 1 step.
3Effect receives a +2 bonus to caster level.
4The target learns every detail of the caster’s life, including their backstory and their entire stat block. More detailed information requires a DC 10 Wisdom check to sift through the barrage of memories.
5The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be confused for 1 round.
6The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be confused for 1 round.
7The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be panicked for 1 round.
8For 1 round, the target’s mind is filled with the voice of its mother or a similar creature, which shouts constant criticism at it, giving it a penalty to all d20 rolls equal to 1/4 caster level.
9The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be stunned for 1 round.
10The target is affected normally but also but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack must succeed on a Will save equal to the original effect’s save or be affected by the effect until the target loses the gaze attack.
11For 1 minute per caster level, the caster takes a -4 penalty on all saves against (emotion) effects and abilities granted by the eliciter’s emotion class feature.
12(Combat) The caster is stunned for 1 round.
13The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
14The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
15For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
16The caster forgets all languages gained from his base race for 1 minute per caster level. This does not prevent supplying verbal spell components.
17Roll again on the Universal wild magic table.
18The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be frightened for 1 round.
19The casting time increases by 1 step.
20The caster gains knowledge of one talent of his choice from this sphere for 1 round.
21The caster perceives the surface emotions of all creatures within charm range as the lesser charm option of the Read Thoughts talent for 1 minute per caster level. All creatures may attempt a Will save to prevent their emotions from being detected for the duration of this effect. If the caster ever receives input from a number of creatures greater than his caster level, he is staggered from the overflow of emotion until the number of creatures decreases.
22The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
23The caster is forced to cast all spells and sphere abilities defensively for 1 hour.
24The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round.
25All hostile creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
26The triggering effect fails, but for one minute per caster level the caster believes that it worked flawlessly in spite of any evidence to the contrary.
27For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
28Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
29The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
30The target becomes aware of any animal within long range and as a swift action may focus on one such creature, perceiving whatever it is perceiving. This lasts for 1 minute per caster level.
31Every creature within close range becomes telepathically linked for 1d6 days. This telepathy does not function across planar boundaries.
32All creatures within close range of the caster must succeed on a Will save or be confused for 1d6 rounds.
33The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be panicked for 1 round.
34The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be panicked for 1 round.
35The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be confused for 1 round.
36The caster is unable to remember his own name for 1 hour per caster level.
37The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be dazed for 1 round.
38The caster is unable to recall any proper nouns for 10 minutes per caster level.
39The caster is exhausted.
40For 1 round per caster level, any creature within close range of the caster can issue a command, as the lesser charm option of the Command talent, to the caster as a move action. Only the first creature issuing such a command after the caster’s turn is obeyed.
41The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be stunned for 1 round.
42(Combat) The caster is nauseated for 1 round.
43The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
44As an instantaneous effect, any creature affected by the triggering effect forgets everything that has happened in the last 24 hours. This result may be removed per the Amnesia talent of the Mind sphere.
45The casting time decreases by 2 steps.
46The target must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the target falls in love. The effect is permanent until dispelled.
47For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the lesser charm option of the Suggestion (charm) talent.
48The caster and the caster’s closest ally within charm range switch minds for 1 round per caster level. Each retains his own mental ability scores, base attack bonus, base saves, and casting ability but uses the physical ability scores of the possessed body. The possessor does not gain access to any supernatural or spell-like abilities possessed by the body.
49The next time the caster is targeted by an attack roll, all hostile creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved prior to the attack roll being made.
50The next time the caster is targeted by an attack roll, all hostile creatures within close range of the caster must make Will saves or be stunned for 1 round.
51The next time the caster is targeted by an attack roll, all allied creatures within close range of the target or center of the target area must make Will saves or be dazed for 1 round.
52All creatures within close range of the target or center of the target area grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
53As an instantaneous effect, the caster forgets everything that has happened since last resting to regain spell points. This result may be removed per the Amnesia talent of the Mind sphere.
54The casting time increases by 2 steps.
55All allied creatures within close range of the target grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
56The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
57All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 1 step for 1 day.
58All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster lowered by 2 steps for 1 day.
59The caster must succeed on a Will save or be confused for 1d6 rounds.
60All hostile creatures within close range of the target or center of the target area grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
61For 10 minutes per caster level, the caster becomes paranoid and may not benefit from teamwork feats or flanking bonuses and must attempt saving throws against all spells and sphere abilities that allow them.
62The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be confused for 1 round.
63All allied creatures within close range of the caster grow tired and must succeed on Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they instead staggered for 1 round.
64For 1 round per caster level, any creature within close range of the caster can issue a command, as the greater charm option of the Command talent, to the caster as a standard action. Only the first creature issuing such a command after the caster’s turn is obeyed.
65The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be dazed for 1 round.
66The next time the caster is targeted by an attack roll, he must succeed on a Will save or be affected by the greater charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved.
67For 1 minute per caster level, the caster emits an aura out to close range that imposes a -4 penalty on all saves by allied creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
68The effect fails and the action is lost. Spell points or spell slots are not lost.
69The next time the caster is targeted by an attack roll, all creatures within close range of the caster must make Will saves or be confused for 1 round.
70The next time the caster is targeted by an attack roll, all allied creatures within close range of the caster must make Will saves or be confused for 1 round.
71The caster must succeed on a Will save or become hopelessly infatuated with the next creature it sees. If a romantic attachment is possible with that creature, the caster falls in love. The effect is permanent until dispelled.
72The ability functions as normal, but the caster forgets the act of casting, and must spend the next round trying to cast an identical effect (or as close as possible) on the same target(s).
73The caster loses access to this sphere for 1d6 rounds.
74The target must succeed on a Will save or believe itself to be a chicken for 1 round per caster level. The target will flee if attacked, but otherwise stands still and pecks at the ground looking for food.
75The caster perceives all creatures as babies (or nearest equivalent) for 1d6 rounds.
76The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
77The next time the caster is targeted by an attack roll, all allied creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent as if cast by the caster. This result is resolved after the attack is resolved.
78All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects gain an antipathy for the caster and unconsciously try to avoid him for 1 day.
79All creatures within close range of the caster grow tired and must make Will saves or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save they are instead staggered for 1 round.
80The next time the caster is targeted by an attack roll, he is stunned until the start of his next turn.
81For 1 minute per caster level, the caster emits an aura out to close range that grants a +2 bonus on all saves by hostile creatures against (emotion) effects and against abilities granted by the eliciter’s emotion class feature.
82The caster is fatigued.
83Effect receives a -4 penalty to caster level (minimum 1).
84The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target or center of the target area must make Will saves or be stunned for 1 round.
85Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
86The next time the caster is targeted by an attack roll, all allied creatures within close range of the target must make Will saves or be panicked for 1 round.
87The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
88The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
89The next time the caster is targeted by an attack roll, all creatures within close range of the target must make Will saves or be panicked for 1 round.
90(Combat) The caster is dazed for 1 round.
91The caster broadcasts his thoughts to all creatures within long range for 1 minute per caster level, allowing them to perceive his thoughts as if using the greater charm option of the Read Thoughts talent as a free action.
92For one hour per caster level, whenever a request is politely made of the caster (as determined by the GM), the caster must attempt to fulfill the request as the greater charm option of the Suggestion talent.
93The caster makes a single magical skill check against all Mind sphere effects and effects with the charm, compulsion, or emotion descriptors within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
94The target perceives all creatures as babies (or nearest equivalent) for 1d6 rounds.
95The target is not affected but gains a gaze attack for 1d6 rounds. Any creature affected by the gaze attack is affected by the triggering effect until the target loses the gaze attack. The gaze uses the original effect’s save, if any.
96The next time the caster is targeted by an attack roll, all hostile creatures within close range of the target must make Will saves or be panicked for 1 round.
97The effect fails and the action is lost. Spell points or spell slots are lost.
98The next time the caster is targeted by an attack roll, all creatures within close range must succeed on a Will save against the lesser charm option of the Sleep talent. This result is resolved prior to the attack being resolved.
99The caster grows tired and must succeed on a Will save or fall asleep for 1 round as the greater charm option of the Sleep talent. On a successful save the caster is staggered for 1 round.
100All creatures that the caster encounters in the next hour that are not immune to mind-affecting effects have their dispositions toward the caster increased by 1 step for 1 day.

Nature

d100Result
1(Combat) The metallic weapons of all creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
2For 1d6 rounds, the caster is surrounded by a dust storm, as per the Dust Storm talent.
3The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
4For 1 round per caster level, the caster is polymorphed into a water elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (cold) ability as a trait. This overrides any polymorph effects currently active on the caster.
5For 1 hour per caster level, all plants become hostile to the caster. All plant creatures are hostile to the caster, and if any plant is capable of movement or is animated, such as through the the pummel geomancing ability, they will attack the caster if at all possible, ignoring all other targets.
6All creatures within close range of the target or center of the target area must succeed on a Reflex save or catch on fire.
7For 1d6 hours, all flowers within long range of the caster smell foul. All creatures who end a turn standing in a square that has a flower is sickened until leaving the square. Creatures that do not breathe are not affected.
8Effect receives a +2 bonus to caster level.
9The nearest hostile creature within long range is surrounded by a dust storm, as per the Dust Storm talent, for 1d6 rounds.
10The metallic armor of all allied creatures within close range of the caster sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
11For 1d6 days, all rodents within long range of the caster become attracted to him, following him as closely as possible. The rodents will take turns to find food, but otherwise will not voluntarily leave the caster’s side. The caster does not automatically gain any control over the rodents.
12As an instantaneous effect, the caster is covered in ice as the freeze option of the Water package. This ice is 1 inch thick, +1 inch per 5 caster levels.
13The caster is exhausted.
14(Combat) All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward creatures hostile toward the caster for 1 minute per caster level.
15For 1 hour per caster level, all Diminutive-sized rocks within close range follow the caster at a speed of 20 ft., detecting him and moving towards him. If they reach the caster, they crowd around his feet, making his first square of movement each round count as difficult terrain.
16The caster is fatigued.
17The nearest creature of the animal type (within 1 mile) becomes hostile towards the caster, seeking him out and attacking with reckless abandon. This creature continues to attempt to attack for 1 hour or until slain.
18All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward creatures allied with the caster for 1 minute.
19All hostile creatures within close range of the caster must succeed on a Reflex save or catch on fire.
20For 1d6 rounds, all water within close range of the caster begins to boil. Canteens burst, and any creature in contact with water suffers 1d6 points of fire damage per 2 caster levels.
21The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
22(Combat) Thick mist encompasses everything within medium range of the caster, reducing the size of all mundane fires by 1 category and soaking all creatures caught within. The mist remains for 1 round per caster level.
23As an instantaneous effect, all unhewn stones within close range carve themselves to reflect your thoughts at the moment this effect takes place.
24All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
25For 1 hour per caster level, a dramatic fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
26The metallic weapons of all hostile creatures within close range of the target or center of the target area dull, causing them to deal bludgeoning damage for 1 minute per caster level.
27All allied creatures within close range of the caster must succeed on a Reflex save or catch on fire.
28All flames within long range of the caster increase 1 size for 1 round per caster level.
29The casting time decreases by 1 step.
30The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
31The casting time decreases by 2 steps.
32All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward all creatures without the Animal type within close range of the animal for 1 minute per caster level.
33For 1 round per caster level, all inanimate objects within long range of the caster’s position when this result is triggered begin babbling incoherently, imposing a penalty on sound-based Perception checks in the area equal to caster level and a spell failure chance of 15% on any effect requiring verbal components. This effect remains stationary.
34(Combat) The caster is dazed for 1 round.
35Blocks of ice (5-ft. cubes) instantaneously form in each empty space adjacent to but not directly above the nearest hostile creature within long range.
36All creatures within close range of the caster must succeed on a Reflex save or catch on fire.
37As an instantaneous effect, all crops and other food-bearing plants within close range of the caster immediately die.
38The caster’s space lowers 5 ft. as the Forge Earth (geomancing) talent.
39The metallic weapons of all hostile creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
40The caster’s space raises 5 ft. as the Forge Earth (geomancing) talent.
41All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward allies of the caster for 1 minute per caster level.
42Stone forms over all hostile creatures within close range, granting DR/adamantine equal to 1/2 caster level (minimum 1) for 1 minute.
43(Combat) The metallic weapons of all allied creatures within close range of the caster dull, causing them to deal bludgeoning damage for 1 minute per caster level.
44Bark grows over all creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
45The space of all hostile creatures within close range lowers 5 ft. as the Forge Earth (geomancing) talent.
46The metallic armor of all allied creatures within close range of the target or center of the target area sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
47Ice forms around the feet and limbs of all creatures within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, each affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the triggering effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
48As an instantaneous effect, the ground within close range becomes covered in mounds of dirt, becoming difficult terrain.
49All vegetation within long range of the caster decrease in size by one size category for 1 round per caster level.
50All animals within long range must succeed on a Will save or have their attitude become shifted to helpful toward all creatures with the Animal type for 1 minute per caster level.
51For 1 round per caster level, the caster is polymorphed into a fire elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (fire) ability as a trait. This overrides any polymorph effects currently active on the caster.
52As an instantaneous effect, one tree (to a maximum size equal to that which the caster can control through the pummel geomancing ability) grows adjacent to the caster. The tree is under the effect of the pummel geomancing ability for 1d6 rounds and will attack any creature within reach, first targeting the caster and his allies.
53All vegetation within long range of the caster increase in size by one size category for 1 round per caster level.
54The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
55All unattended flammable objects within close range of the caster are set on fire.
56The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
57The casting time increases by 1 step.
58Roll again on the Universal wild magic table.
59All leaves within long range of the caster change color to bright pink for 1 day per caster level.
60For 1 hour per caster level, all plants become enamored of the caster. All plant creatures are helpful to the caster, and if any plant is capable of movement or is animated such as through the pummel ability, they will attack the caster’s enemies if at all possible, ignoring all other targets. These creatures will follow the caster and refuse to stay away, attempting to touch the caster at all times if possible.
61(Combat) A sphere of water envelops the caster, forming a vortex around him, which remains for 1 round per caster level.
62A sphere of water envelops one creature of the caster’s choice within geomancing range, forming a vortex around it, which remains for 1 round per caster level.
63Stone forms over all creatures within close range granting DR/adamantine equal to 1/2 caster level (minimum 1) for 1 minute.
64The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
65Effect receives a -4 penalty to caster level (minimum 1).
66As an instantaneous effect, for 1 round per caster level, flowers sprout from the casters footsteps. These flowers are random wildflowers suitable to the environment if possible and have no intrinsic properties.
67All hostile creatures within close range of the target or center of the target area must succeed on a Reflex save or catch on fire.
68All flames within long range of the caster decrease 1 size for 1 round per caster level.
69For 1 hour per caster level, the nearest creature of the animal type (within 1 mile) becomes friendly towards the caster, seeking him out and obeying all commands to the best of its ability. This does not make the animal trained, but even wild animals can be protective of the caster and attack those who are hostile towards him.
70All non-magical fires within long range of the caster are extinguished.
71For 1 round per caster level, the caster is polymorphed into an earth elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (acid) ability as a trait. This overrides any polymorph effects currently active on the caster.
72Ice forms around the feet and limbs of the caster who must succeed on a Reflex save or be entangled and unable to move. In addition, the caster’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the triggering effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute in normal conditions.
73As an instantaneous effect, the space below all creatures within geomancing range becomes covered in 1 ft. of sand.
74All creatures within close range of the target or center of the target area must succeed on a Reflex save or fall prone as the ground shakes.
75The space of all hostile creatures within close range raises 5 ft. as the Forge Earth (geomancing) talent.
76All plants within close range gain the ability to speak common for 1 day per caster level. The plants talk incessantly and will discuss anything and everything they can, but they do not gain increased intelligence to give them a variety of topics.
77(Combat) Blocks of ice (5-ft. cubes) instantaneously form in each empty space adjacent to but not directly above the caster.
78The effect fails and the action is lost. Spell points or spell slots are lost.
79The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
80For 1 round per caster level, the caster is polymorphed into an air elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (electricity) ability as a trait. This overrides any polymorph effects currently active on the caster.
81For 1d6 rounds, all water within close range of the caster freezes. Any creature in contact with water must pass a Reflex save or be trapped.
82For 1 round per caster level, the caster is polymorphed into a plant creature as the Plant Transformation talent of the Alteration sphere, granting only the +2 natural armor bonus ability as a trait. This overrides any polymorph effects currently active on the caster.
83The casting time increases by 2 steps.
84The metallic armor of all creatures within close range of the target or center of the target area sprout spikes, granting them armor spikes or increasing the damage dice of existing armor spikes by one size but also increasing the armor’s ACP by 2 and the ASF by 10%. This lasts for 1 minute per caster level.
85The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
86All animals within close range benefit from the Logos talent for 1 minute per caster level.
87(Combat) The caster is nauseated for 1 round.
88Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
89The air within close range erupts into flames, dealing 1d6 points of fire damage per two caster levels (minimum 1d6) to all targets within the area (Reflex half).
90The effect fails and the action is lost. Spell points or spell slots are not lost.
91The caster loses access to this sphere for 1d6 rounds.
92All animals within long range must succeed on a Will save or have their attitude become shifted to hostile toward creatures hostile to the caster for 1 minute.
93As an instantaneous effect, any bodies of water within long range raise 2 ft. or double in volume, whichever comes first. Canteens, pots, and other containers overflow as the amount of water in them doubles. The water levels will be restored to their natural level over time by drainage, evaporation, etc.
94A sphere of water envelops a random creature within close range of the caster, forming a vortex around it, which remains for 1 round per caster level.
95The caster gains knowledge of one talent of his choice from this sphere for 1 round.
96All creatures within close range of the caster must succeed on a Reflex save or fall prone as the ground shakes.
97(Combat) The caster is stunned for 1 round.
98As an instantaneous effect, poison ivy grows in a 5-ft. radius + 5 ft. per 5 caster level around the caster. The caster and any creature who enters the area must make a Fortitude save or take -1 penalty (which increases by 1 per 5 caster levels) on all magic skill checks made to concentrate for 1 hour per caster level. This is a poison effect.
99Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
100All allies within close range benefit from the Speak With Animals talent for 1 minute per caster level.

Protection

d100Result
1The effect ends the first time the caster takes damage from any source.
2Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
3The target or creatures in the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round.
4The next attack roll made by an allied creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
5(Combat) Hostile creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
6The caster gains DR/- equal to caster level against the next attack that strikes him within the next 1 minute per caster level.
7Roll again on the Universal wild magic table.
8All hostile creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
9The effect ends the first time the caster takes damage from any source and all creatures in close range of the target or target area take 1 point of force damage per caster level.
10(Combat) For the next 1d6 rounds, any allied creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
11All allied creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
12(Combat) For 1 round per caster level, all allied creatures within close range of the caster gain 1 temporary hit point per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
13(Combat) For 1 round per caster level, all creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
14The target or creatures within the target area must pass a Fortitude save or become immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the affected creature.
15The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
16The casting time increases by 1 step.
17For 1 round per caster level, effects of all spheres the caster does not possess are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
18If the target creature or the area of effect is exposed to bright light, it ends immediately.
19The effect may be completely ignored or bypassed by any object made primarily of wood or creatures wearing armor that is primarily wood.
20Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
21(Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a creature within close range as a free action that can be taken even when it is not the caster’s turn. A Will save prevents this transfer.
22(Combat) All creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
23The effect fails and the action is lost. Spell points or spell slots are lost.
24All allied creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
25All creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
26All creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
27The next attack roll made by a creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
28(Combat) All creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
29(Combat) Each round for 1 round per caster level, roll 1d6 and subtract the result from the caster’s AC.
30(Combat) All creatures within medium range of the caster take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
31(Combat) Hostile creatures within close range of the caster gain resistance to sonic equal to caster level for 1 minute per caster level. This stacks with existing resistance.
32Roll 1d6 and add the result to the caster’s AC as a deflection bonus for 1 round per caster level.
33All creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
34The casting time decreases by 1 step.
35The caster is immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
36(Combat) For 1 round per caster level, whenever the caster takes any hit point damage, he may attempt to transfer half of that damage to a willing creature within close range as a free action that can be taken even when it is not the caster’s turn.
37All creatures within long range of the caster become aware of the casters condition as the Status talent for 10 minutes per caster level.
38The caster is exhausted.
39If the target creature or the area of effect is exposed to water (such category 1 or higher precipitation per the Weather sphere or at least 1 gallon of water), it ends immediately.
40For 1d6 rounds, any hostile creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the action or effect fails, wasting the action and any spell points or spell slots.
41The effect ends the first time the caster takes damage from any source, dealing 1 force damage per caster level to all hostile creatures in close range of the target or center of the target area. The caster is not aware of this result.
42(Combat) The caster becomes immune to magic for 1 round per caster level. Treat this as infinite spell resistance that cannot be lowered and applies to effects originating from the caster.
43(Combat) The caster is dazed for 1 round.
44Effect receives a -4 penalty to caster level (minimum 1).
45(Combat) All hostile creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
46All creatures within close range of the target or center of the target area are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
47(Combat) All creatures within close range of the caster gain resistance to fire equal to caster level for 1 minute per caster level. This stacks with existing resistance.
48The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
49For 10 minutes per caster level, the caster gains spell resistance equal to 15 + caster level. The caster cannot lower this spell resistance and does not automatically bypass it with his own spells and sphere abilities.
50(Combat) All creatures within close range of the caster gain resistance to electricity equal to caster level for 1 minute per caster level. This stacks with existing resistance.
51(Combat) All creatures are surrounded by barriers as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
52The next time during the next 24 hours that the target or a creature in the target area perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
53(Combat) The caster is nauseated for 1 round.
54The caster automatically deals nonlethal damage with all attacks, spells, and other effects for 10 minutes per caster level.
55The caster loses access to this sphere for 1d6 rounds.
56(Combat) All creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
57The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
58All allied creatures within close range of the target or target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
59Effect receives a +2 bonus to caster level.
60The effect may be completely ignored or bypassed by any object made primarily of steel or creatures wearing armor that is primarily steel.
61(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
62For 1 round per caster level, effects of all spheres the caster possesses are impeded in an area out to medium range of the caster. A successful magical skill check is required against the caster’s MSD or else the spell fails.
63All allied creatures within close range of the caster gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
64All allied creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
65The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
66(Combat) The caster is stunned for 1 round.
67The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
68All creatures within medium range of the target or target area take a -1 penalty on all saves versus spells, sphere effects, and spell-like abilities for 1 round per caster level. This penalty increases by 1 for every 5 caster levels.
69(Combat) Hostile creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
70(Combat) All hostile creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
71(Combat) For 1 minute per caster level, hostile creatures within close range of the caster gain resistance to fire equal to caster level. This stacks with existing resistance.
72The caster is fatigued.
73The casting time increases by 2 steps.
74The caster gains energy resistance to acid, cold, electricity, fire, negative, and sonic equal to caster level against the next effect that would deal damage of one of those types within the next 1 minute per caster level. This overlaps with existing resistance.
75(Combat) All creatures within close range of the caster gain resistance to cold equal to caster level for 1 minute per caster level. This stacks with existing resistance.
76The effect ends the first time the caster takes damage from any source. When the effect ends, the caster takes 1 force damage per caster level.
77(Combat) All creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
78(Combat) For 1d6 rounds, any creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
79The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
80The effect may be completely ignored or bypassed by any object made primarily of silver or creatures wearing armor that is primarily silver.
81The casting time decreases by 2 steps.
82All hostile creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
83The effect ends the first time the target or a creature in the affected area takes damage from any source.
84(Combat) All hostile creatures within medium range of the caster gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.
85The effect fails and the action is lost. Spell points or spell slots are not lost.
86The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
87All hostile creatures within close range of the target of target area gain spell resistance equal to 15 + caster level for 1 minute per caster level. This spell resistance cannot be voluntarily lowered.
88If the target creature or the area of effect is exposed to total darkness, it ends immediately.
89The next attack roll made by a hostile creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
90The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
91(Combat) For the next 1d6 rounds, any creature that deals damage to a creature within close range of the caster receives nonlethal damage equal to 1/2 caster level.
92The effect ends the first time the caster takes damage from any source and all allied creatures in close range of the target or target area take 1 point of force damage per caster level.
93The caster gains knowledge of one talent of his choice from this sphere for 1 round.
94(Combat) All hostile creatures within close range of the caster are immune to all hit point damage, ability damage, ability drain, death effects, mind-affecting effects, and negative levels for 1 round. This suppresses but does not remove ongoing effects and has no impact on drain and damage already incurred.
95(Combat) Hostile creatures within close range of the caster gain resistance to acid equal to caster level for 1 minute per caster level. This stacks with existing resistance.
96The effect may be completely ignored or bypassed by any object made primarily of stone or creatures wearing armor that is primarily stone.
97(Combat) For 1d6 rounds, any allied creature that attempts a violent action or targeted offensive magical effect while within close range of the caster must succeed on a Will save or the have the action or effect fail, wasting the action and any spell points or spell slots.
98The next time during the next 24 hours that the caster perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after resolving a melee attack against the creature.
99(Combat) All allied creatures are surrounded by a barrier as per the Barrier (ward) ability. This barrier lasts for 1 minute per caster level or until destroyed and fully replenishes its hit points each round at the start of the caster’s turn if not destroyed.
100All allied creatures within medium range of the target or center of the target area gain DR/- equal to caster level against the next attack that strikes them within the next 1 round per caster level.

Telekinesis

d100Result
1All creatures within close range of the caster are targeted by a grapple check as the Telekinetic Maneuver talent. These grapple attempts persist against each affected creature for 1 round per caster level or until the creature manages to break free of the grapple or the grapple attempt fails. Once grappled, the effect attempts to pin, then to deal damage each round.
2The caster is exhausted.
3The target spins in place, receiving a -2 to attack rolls but gaining +1 dodge bonus to AC for the duration of the lift. The target must succeed on a Fortitude save or be sickened for the duration of the lift.
4(Combat) The caster is stunned for 1 round.
5For 1 hour per caster level, unattended objects of a size that the caster can effect with lift within close range of the caster float 5 ft. about their normal position if not fastened down. When this effect ends or when an object leaves the affected area, it floats harmlessly to the ground.
6The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
7The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
8Telekinetic forces aid in movement, but haphazardly. For 1 round per caster level, every time a creature other than the caster ends their movement within close range of the caster, they are moved 1d6 squares in a random direction (if possible, determined as a splash weapon).
9The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
10Random Diminutive nonmagical objects orbit the caster for 1 hour per caster level, imposing a -1 penalty on Perception and concentration checks.
11The caster is bombarded with nearby Diminutive, unattended objects, taking 1 bludgeoning damage per caster level.
12All hostile creatures within close range of the caster are targeted by a bull rush check to move them directly away from the caster as the Telekinetic Maneuver talent.
13All creatures within close range of the caster are tripped as the Telekinetic Maneuver talent.
14All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
15The casting time increases by 2 steps.
16All creatures within close range of the caster are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 points of bludgeoning damage for every 5 ft. a creature is unable to move.
17For 1 hour per caster level, the weight of the caster’s equipment is doubled.
18Effect receives a -4 penalty to caster level (minimum 1).
19(Combat) The caster is dazed for 1 round.
20The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
21The target spins in place violently, receiving a -4 to attack rolls but gaining +2 dodge bonus to AC for the duration of the lift. The target must succeed on a Fortitude save or be nauseated for the duration of the lift. A new save may be made as a move action each round; success reducing the nauseated condition to sickened.
22For 1 hour per caster level, the weight of the caster’s equipment is halved.
23All creatures within close range of the target or center of the target area are crushed by a telekinetic force, suffering 1 bludgeoning damage per caster level.
24All creatures within close range of the caster (excluding the caster) are crushed by a telekinetic force, suffering 1 bludgeoning damage per caster level per round for 1 round per caster level.
25All hostile creatures within close range of the target are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 bludgeoning damage for every 5 ft. a creature is unable to move.
26All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
27The caster is fatigued.
28For 1 day per caster level, the caster is immune to falling damage.
29The caster makes a single magical skill check against all Telekinesis sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
30(Combat) All allied creatures within close range of the caster are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 bludgeoning damage for every 5 ft. a creature is unable to move.
31All allied creatures within close range of the caster are targeted by a grapple check as the Telekinetic Maneuver talent. These grapple attempts persist against each affected creature for 1 round per caster level or until the creature manages to break free of the grapple or the grapple attempt fails. Once grappled, the effect attempts to pin, then deal damage each round.
32All creatures within close range of the target are bull rushed away from the target as the Telekinetic Maneuver talent.
33All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
34Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
35One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest creature (other than the caster) within lift range as the bludgeon ability. The object drops to the ground after one such attack.
36All creatures within close range of the target are tripped as the Telekinetic Maneuver talent.
37For 1 hour per caster level, the loads of all creatures within lift range of the target are reduced by 5 lbs per caster level.
38(Combat) Movement becomes unstable around the caster. For 1 round per caster level, every time a creature (other than the caster) begins their movement within close range of the caster, they must succeed on a Will save or move in a random direction. Their movement pattern stays the same, but the direction moved is determined randomly, as a miss with a splash weapon.
39For 1 hour per caster level, the loads of all creatures within lift range of the target are increased by 5 lbs per caster level.
40For 1 round per caster level, one weapon in the caster’s possession but that is not currently wielded leaves the caster’s possession and attempts to stay as far from the caster as possible, to the limits of his lift range.
41Effect receives a +2 bonus to caster level.
42The target or creatures in the target area immediately fly 100 ft. in a random direction, (as a splash weapon miss). They move to the furthest safe space in this direction up to this distance and stop; they cannot slam into a wall or pass through or end the movement in an intrinsically dangerous space.
43All creatures within close range of the caster must succeed on a Will save or begin falling upward at a rate of 5 ft. per round. This effect prevents the creature from falling but otherwise has no impact on the creature’s movement for that round, provided it has a move speed suitable to its environment (flight if in the air, swim if below water, burrow if underground). This effect lasts for 1 round per caster level.
44(Combat) For 1 round per caster level, all ranged attacks are drawn to the caster, granting a +1 + 1 per 5 caster level circumstance bonus on all ranged attacks made with natural or manufactured weapons targeting the caster.
45One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest hostile creature within lift range as the bludgeon ability. The object drops to the ground after one such attack.
46The casting time decreases by 2 steps.
47The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
48(Combat) Every creature within close range of the caster is suddenly tied up in any belts, laces, or straps that are part of their clothing. If they are wearing clothing or carrying belts or bags, they become entangled for 1 round per caster level.
49All creatures within close range of the caster are targeted by a drag maneuver as the Telekinetic Maneuver talent, moving them toward the caster.
50The casting time increases by 1 step.
51The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
52All hostile creatures within close range of the target are targeted by a drag maneuver toward the target as the Telekinetic Maneuver talent.
53Invisible force aids motion. For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
54All allied creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.
55(Combat) The caster is nauseated for 1 round.
56All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
57Once per round for 1 round per caster level, a small unattended non-magical object (stone, twig, spoon, etc.) flies toward the caster’s head, inflicting 1 point of nonlethal damage, then falls unharmed to the ground. A successful Reflex save negates this damage each round.
58All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Any weapon successfully disarmed in this way immediately makes a single attack against its former wielder as the bludgeon ability then drops to the ground.
59For 1 hour per caster level, the loads of all creatures within lift range of the caster are increased by 5 lbs per caster level.
60All creatures within close range of the target are targeted by a bull rush maneuver straight downward as the Telekinetic Maneuver talent. This deals 1d6 points of bludgeoning damage for every 5 ft. a creature is unable to move.
61For 1 hour per caster level, the weight of the equipment of all creatures within close range is halved.
62(Combat) For 1 round per caster level, all ranged attacks near the caster are partially deflected, imposing a -1 - 1 per 5 caster level penalty on all ranged attacks made with natural or manufactured weapons targeting creatures within close range of the caster.
63(Combat) All allied creatures within close range of the target are targeted by a bull rush maneuver away from the target as the Telekinetic Maneuver talent.
64All hostile creatures within close range of the target or center of the target area are are targeted by a bull rush check to move them directly away from the target or center of the target area as the Telekinetic Maneuver talent.
65The caster gains knowledge of one talent of his choice from this sphere for 1 round.
66The caster immediately flies 100 ft. in a random direction, (as a splash weapon miss). The caster moves to the furthest safe space in this direction up to this distance and stops; the caster cannot slam into a wall or pass through or end the movement in an intrinsically dangerous space.
67All unattended objects of Small size or smaller within close range of the caster begin to spin slowly, like a top, for 1d6 rounds.
68For 1 day per caster level, the caster takes double falling damage.
69For 1 round per caster level, all ranged attacks are repelled from the caster, imposing a -1 - 1 per 5 caster level penalty on all ranged attacks made with natural or manufactured weapons targeting the caster for 1 round per caster level.
70One object currently in the caster’s hands flies away at his lift speed and attempts to strike the caster as the bludgeon ability. The object drops to the ground after one such attack.
71Telekinetic forced grab creatures’ fists and feet and force them to hit themselves. All creatures within close range of the caster (including the caster) must immediately deal their unarmed strike damage to themselves.
72The effect fails and the action is lost. Spell points or spell slots are lost.
73The caster makes a single magical skill check against all Telekinesis sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
74For 1 hour per caster level, the weight of the equipment of all creatures within close range is doubled.
75Telekinetic force increases the weight of the target creature or object, allowing it to be treated as being 2 sizes larger than it is when calculating its bludgeoning damage.
76The caster floats 1 inch off the ground for 10 minutes per caster level. This has no impact on movement speeds or falling damage.
77The casting time decreases by 1 step.
78Roll again on the Universal wild magic table.
79For 1 hour per caster level, the loads of all creatures within lift range of the caster are reduced by 5 lbs per caster level.
80All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed then drop to the ground.
81All creatures within close range of the caster are bull rushed away from the caster as the Telekinetic Maneuver talent.
82The caster spins in place, receiving a -2 to attack rolls but gaining +1 dodge bonus to AC for the duration of the effect. The caster must succeed on a Fortitude save or be sickened for the duration of the effect.
83Invisible force hinders motion. For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
84The caster has their feet manipulated telekinetically, making them dance uncontrollably. Their movement is halved.
85The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
86The caster loses access to this sphere for 1d6 rounds.
87Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
88The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
89(Combat) All allied creatures within close range of the caster are targeted by a bull rush maneuver away from the caster as the Telekinetic Maneuver talent.
90For 1 minute per caster level, the caster partially levitates, reducing ground-based movement speeds by half and taking a penalty to CMD against bullrush, drag, and reposition combat maneuvers equal to caster level.
91One object currently in the caster’s hands flies away at his lift speed and attempts to strike the nearest allied creature (other than the caster) within lift range as the bludgeon ability. The object drops to the ground after one such attack.
92All hostile creatures within close range of the target are targeted by a trip maneuver as the Telekinetic Maneuver talent.
93All hostile creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.
94All creatures within close range of the target are targeted by a drag maneuver as the Telekinetic Maneuver talent, moving them toward the target or center of the target area.
95The effect fails and the action is lost. Spell points or spell slots are not lost.
96All hostile creatures within close range of the caster are targeted by a trip maneuver as the Telekinetic Maneuver talent.
97All hostile creatures within close range of the caster are targeted by a drag maneuver toward the caster as the Telekinetic Maneuver talent.
98A random nearby unattended object of a size the caster can lift begins floating and follows the caster for 1 hour at the speed of the caster’s lift.
99All creatures within close range of the caster (but not the caster himself) are treated as if they were carrying a heavy load for 1 round per caster level, regardless of how much they are actually carrying.
100All creatures within close range of the caster have their held weapons targeted by a disarm maneuver as the Steal talent. Weapons successfully disarmed in this way move toward the caster at up to his lift speed and attempt and attack against him as the bludgeon ability, then drop to the ground.

Time

d100Result
1All hostile creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks against them. This lasts for 1d6 rounds.
2The caster sees a glimpse of the ancient past. The next time he is called upon to make a Knowledge (history) check (before 1 day per caster level passes), he does so with an insight bonus equal to the caster level.
3For 1 minute, affected creatures may not concentrate on any effect.
4The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
5The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
6The casting time increases by 2 steps.
7All allied creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
8The effect fails and the action is lost. Spell points or spell slots are not lost.
9The effect fails and the action is lost. Spell points or spell slots are lost.
10The caster is frozen in time as the Time Freeze talent for 1d4 rounds.
11All ongoing effects on the caster have their remaining durations halved.
12All allied creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
13All creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
14The casting time decreases by 2 steps.
15For 1 minute, the caster may not concentrate on any effect.
16Roll again on the Universal wild magic table.
17The caster is fatigued.
18The caster’s perception is stuck in the past, imposing a -4 penalty on initiative and a -2 penalty on attack rolls and Will saves for 1 round per caster level.
19All creatures within long range shift randomly and rapidly though time, imposing a 50% miss chance on all attacks and effects targeting them. This lasts for 1d6 rounds.
20The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
21The weather within a 1-mile radius area centered on the caster suddenly changes to whatever it was 6 months previously for 1 day per caster level. This effect remains stationary.
22(Combat) For 10 rounds the caster’s personal timestream is scrambled. At the start of each turn he must rolls 1d6 and apply the result to that round: 1 - dazed, 2 - gains an extra standard action, 3 - staggered for 1 round, 4 - gains an extra move action, 5 - loses his standard action, but may take 2 swift actions, 6 - gains an extra standard action, but loses a move and a swift action.
23All creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
24All allied creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
25All creatures within close range of the target must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
26Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
27All creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random direction.
28The caster gains knowledge of one talent of his choice from this sphere for 1 round.
29The caster’s metabolism speeds up, doubling natural healing and multiplying daily food and water requirements by 4 for a number of days equal to caster level.
30(Combat) For 1 round per caster level, for allied creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
31The caster loses his turn, but may take two turns of actions on his next turn.
32At a random time within the next 1d4 days, the caster is visited by an older version of themselves, transported from the future to speak to them for 1d4 minutes. This functions as the divination spell, except there is no chance of failure (provided, of course, that the older version of the caster would not intentionally lie to them).
33All creatures within close range must succeed on a Will save or age 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
34All allied creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft.
35All creatures within close range of the target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
36All hostile creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
37The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
38The next time the caster sleeps, he requires twice the amount of time to receive the normal benefits of the rest.
39(Combat) The caster is nauseated for 1 round.
40For 1 round per caster level, the caster stutters rapidly through time, imposing a 50% miss chance on all attacks made by or targeting him. Additionally, all effects originating from or including the caster that do not have an attack roll suffer a 50% failure chance.
41(Combat) For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
42The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
43The caster is exhausted.
44All allied creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
45All creatures within close range of the caster take a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
46(Combat) For 1 round per caster level, each hostile creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
47All actions since the end of the caster’s previous turn are undone, though any spell points spent on this effect are still lost. The caster is dazed for 1 round.
48Effect receives a -4 penalty to caster level (minimum 1).
49All hostile creatures within close range of the caster must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
50Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
51All creatures within close range of the target may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
52All ongoing effects on the caster have their remaining durations doubled.
53All hostile creatures within close range of the caster gain a 5 ft. + 5 ft. per 5 caster level penalty to all movement speeds for 10 minutes per caster level. This cannot reduce a movement speed below 5 ft. per round.
54(Combat) For 1 round per caster level, each creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries. If this space is occupied, they are shunted to the nearest open space.
55For 1 minute per caster level, non-magical objects the caster touches temporarily age. Food becomes rotten, metal tarnished, cloth worn and threadbare. All objects return to their previous state when this effect ends. The change has no effect on hardness, hit points, or other attributes.
56The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
57The caster must take an additional standard action immediately, but is dazed for 1 round afterword.
58Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
59The caster makes a single magical check against all Time sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
60The caster gains a 5 ft. + 5 ft. per 5 caster level enhancement bonus to all movement speeds for 10 minutes per caster level.
61(Combat) For 1 round per caster level, each allied creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
62All creatures within close range of the target must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
63The next time the caster sleeps, he receives the full benefit of a night’s rest in half the normal time.
64The casting time decreases by 1 step.
65All hostile creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.
66All allied creatures within medium range shift randomly and rapidly though time, imposing a 25% miss chance on all attacks against them. This lasts for 1d6 rounds.
67The caster gets younger by 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
68All hostile creatures within close range must make Will saves or be removed from time for 1 round, then reappear in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
69The caster is removed from time for 1d6 rounds, then reappears in his previous space. If that space is occupied, the caster is shunted to the nearest open space in a random direction.
70All creatures within close range of the caster must succeed on a Will save or be slowed (as the Slow (time) ability) for 1d6 rounds.
71For 1 minute, the caster’s perception of time slows, allowing him to concentrate on a single effect as a free action each round.
72The target must succeed on a Will save or be frozen in time as the Time Freeze talent for 1d4 rounds.
73The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
74All hostile creatures within close range of the caster must succeed on a Will save or be slowed for 1d6 rounds.
75(Combat) For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
76The casting time increases by 1 step.
77For 1d6 rounds, all damage the caster is dealt is delayed. After this time expires, all delayed damage is immediately dealt to the caster.
78All ongoing effects on the target or creatures in the target area have their remaining durations doubled.
79(Combat) For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
80All hostile creatures within close range of the target must succeed on a Will save or be slowed for 1d6 rounds.
81The caster loses access to this sphere for 1d6 rounds.
82All ongoing effects on the target or creatures in the target area have their remaining durations halved.
83All creatures within close range must succeed on a Will save or get younger by 1 age category per 5 caster levels as the Age talent for 1 minute per caster level.
84At the beginning of the caster’s next turn, he is restored to the condition and location he was in at the beginning of the current turn. This may end or restore any ongoing effects (such as poison, disease, etc.).
85The caster’s metabolism slows, halving natural healing and reducing daily food and water requirements to 1/4 normal for a number of days equal to caster level.
86The caster ages 1 age category per 5 caster levels as the Age talent for 10 minutes per caster level.
87All creatures within close range of the caster must succeed on a Will save or be hasted (as the Haste (time) ability) for 1d6 rounds.
88(Combat) The caster is dazed for 1 round.
89For 1 minute the creature or creatures affected by the triggering effect have their perception of time slowed, allowing them to concentrate on a single effect as a free action each round.
90The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
91An area out to long range of the caster is frozen in time. Creatures within this area perceive 1 minute of time as passing, but no effects of any kind occur. Durations do not elapse and no actions of any kind can be taken. Creatures outside this area are unaware of the experience of those affected.
92Effect receives a +2 bonus to caster level.
93(Combat) The caster is stunned for 1 round.
94The caster’s allies within close range must make Will saves or be removed from time for 1 round, then reappears in their previous spaces. If those spaces are occupied, they are shunted to the nearest open spaces in a random directions.
95The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
96The caster sees into the future and gains instantaneous knowledge of what he will have for breakfast tomorrow.
97The caster has their mind inhabited by that of their childhood self for 1 minute per caster level. Aside from behavioral changes, the caster also gains 2 negative levels that cannot be removed for this duration, as their younger self is not as adept at using their power as the older self is. These negative levels cannot kill the character if they would reduce the target to 0 or fewer levels.
98The caster and all creatures within close range become looped in time. The next round they may act normally. The round after that, they must perform the exact same actions again; traveling the same direction and number of squares (to the best of their ability), attack, use the same spell or item, etc.
99For 1d6 rounds, affected creatures stutter rapidly through time, imposing a 50% miss chance on all attacks made by or targeting them. Additionally, all effects originating from or targeting the creatures that do not have an attack roll suffer a 50% failure chance.
100All creatures within close range of the caster may take an additional standard action immediately, but are dazed for 1 round immediately afterword if they do.

War

d100Result
1The effect fails and the action is lost. Spell points or spell slots are not lost.
2All allied creatures within medium range of the caster share all teamwork feats possessed by the caster for 1 round per caster level.
3All affected creatures add the caster level to their skill checks for 1 round.
4All affected creatures subtract the caster level from their skills checks for 1 round.
5The caster gains knowledge of one talent of his choice from this sphere for 1 round.
6The caster may immediately make an attack action.
7The caster makes a single magical skill check against all War sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
8Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
9All creatures within close range of the caster gain an additional attack on any full attack made before the end of their next turn. This bonus attack stacks with the haste alter time ability of the Time sphere, the haste spell, and similar effects.
10(Combat) All affected creatures subtract caster level to the damage of their next attack (minimum 0 damage).
11For 1 round per caster level, all creatures within close range of the caster may roll twice and take the better result on any attacks made against creatures that dealt damage to them since the start of their previous turn.
12(Combat) Until the end of the caster’s next turn, all movement by any allied creature within close range of the caster, including 5-foot steps, provokes attacks of opportunity.
13All affected creatures subtract half caster level (minimum 1) to CMB for 1 round.
14(Combat) All hostile creatures within medium range of the caster share all teamwork feats possessed by the caster for 1 round per caster level.
15The caster makes a single magical skill check against all War sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
16The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
17The next attack roll made by an allied creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
18(Combat) All hostile creatures within close range of the target or center of the target area may take a free move action immediately.
19All allied creatures within close range of the caster may make an attack action as an immediate action.
20(Combat) Creatures within close range of the caster double the bonus from flanking for 1 round per caster level.
21(Combat) All hostile creatures within close range of the caster may make an attack action as an immediate action.
22The next attack roll made by a creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
23Effect receives a +2 bonus to caster level.
24The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
25For 1 round per caster level, all hostile creatures within close range of the caster may roll twice and take the better result on any attacks made against creatures that dealt damage to them since the start of their previous turn.
26All hostile creatures within medium range of the caster lose the benefits of their teamwork feats for 1d6 rounds.
27(Combat) For 1 round per caster level, all allied creatures within close range of the caster gain 1 temporary hit point per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
28The caster is affected by the greater charm option of the Hostility talent of the Mind sphere for 1d6 rounds.
29All affected creatures subtract half caster level (minimum 1) to all saves for 1 round.
30The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
31(Combat) All allied creatures within medium range of the target or center of the target area lose the benefits of their teamwork feats for 1d6 rounds.
32Hostile creatures treat all squares within close range of the caster as difficult terrain for 1d6 rounds.
33(Combat) Allied creatures within close range of the caster cannot benefit from flanking bonuses for 1 round per caster level.
34(Combat) The caster is stunned for 1 round.
35All creatures within medium range of the target or center of the target area share all teamwork feats possessed by the caster for 1 round per caster level.
36The casting time increases by 1 step.
37The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
38All affected creatures subtract half caster level (minimum 1) to their AC for 1 round.
39All affected creatures provoke attacks of opportunity when making 5 foot steps for 1 round.
40Roll again on the Universal wild magic table.
41(Combat) All creatures within close range of the caster may immediately make an attack action.
42Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
43(Combat) The caster is dazed for 1 round.
44The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
45(Combat) The caster loses the benefits of his teamwork feats for 1 round per caster level.
46All affected creatures add half caster level (minimum 1) to their AC for 1 round.
47(Combat) All creatures within medium range of the target may take a free 5-foot step immediately.
48(Combat) All creatures within close range of the caster may make an attack action as an immediate action.
49All affected creatures add half caster level (minimum 1) to CMB for 1 round.
50(Combat) Until the end of the caster’s next turn, all movement by any creature within close range of the caster, including 5-foot steps, provokes attacks of opportunity.
51(Combat) All hostile creatures within medium range of the caster may take a free 5-foot step immediately.
52(Combat) For 1 round per caster level, all hostile creatures within close range of the caster gain 2 temporary hit points per caster level each round. These temporary hit points do not stack with themselves or any other source of temporary hit points and disappear as soon as the creature is outside this effect.
53Ferocious warcries sound from the caster’s square, breaking Stealth. All creatures within 60 ft. must pass a Will save or become frightened for 1 round.
54All allied creatures within close range of the target may take a free move action immediately.
55All allied creatures within medium range of the target or center of the target area share all teamwork feats possessed by the caster for 1 round per caster level.
56(Combat) All creatures within close range lose their armor bonus to AC until they move from their current squares.
57The next time during the next 24 hours that the target or a creature in the target area perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after the caster resolves one melee attack roll.
58All creatures within close range of the caster must succeed on a Will save or be affected by the greater charm option of the Hostility talent of the Mind sphere for 1d6 rounds.
59The casting time increases by 2 steps.
60(Combat) The caster is nauseated for 1 round.
61(Combat) All creatures within close range lose their natural armor bonus to AC until they move from their current squares.
62Allied creatures within close range of the caster double the bonus from flanking for 1 round per caster level.
63(Combat) Creatures within close range of the caster cannot benefit from flanking bonuses for 1 round per caster level.
64The casting time decreases by 1 step.
65For 1 round per caster level, all allied creatures within close range of the caster may roll twice and take the better result on any attacks made against creatures that dealt damage to them since the start of their previous turn.
66All allied creatures within close range of the caster may immediately make an attack action.
67All hostile creatures within medium range of the target or center of the target area lose the benefits of their teamwork feats for 1d6 rounds.
68(Combat) Hostile creatures within close range of the caster double the bonus from flanking for 1 round per caster level.
69(Combat) All allied creatures within medium range of the caster lose the benefits of their teamwork feats for 1d6 rounds.
70(Combat) For 1d6 rounds, creatures within close range of the caster are unable to recover hit points by any means.
71The next attack roll made by a hostile creature against a target other than the caster within close range of the caster that would have been capable of targeting the caster is instead resolved against the caster. The caster receives all the effects of the attack as if he was the original target.
72All affected creatures add caster level to the damage of their next attack.
73(Combat) All creatures within close range lose their shield bonus to AC until they move from their current squares.
74(Combat) All hostile creatures within close range have their natural armor bonus to AC doubled until they move from their current squares.
75The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
76(Combat) All hostile creatures within close range of the caster may immediately make an attack action.
77All allied creatures within medium range of the target may take a free 5-foot step immediately.
78(Combat) All creatures within medium range of the target or center of the target area lose the benefits of their teamwork feats for 1d6 rounds.
79The caster loses access to this sphere for 1d6 rounds.
80(Combat) Until the end of the caster’s next turn, all movement by any hostile creature within close range of the caster, including 5-foot steps, provokes attacks of opportunity.
81The caster is fatigued.
82All affected creatures add half caster level (minimum 1) to all saves for 1 round.
83The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
84(Combat) All hostile creatures within medium range may move up to their speed as a swift action on their next turn.
85All creatures within medium range of the caster share all teamwork feats possessed by the caster for 1 round per caster level.
86(Combat) All hostile creatures within medium range of the target or center of the target area share all teamwork feats possessed by the caster for 1 round per caster level.
87(Combat) All creatures within medium range of the caster lose the benefits of their teamwork feats for 1d6 rounds.
88The caster is exhausted.
89(Combat) All creatures within close range have their shield bonus to AC doubled until they move from their current squares.
90The caster gains a teamwork feat of his choice for 10 minutes per caster level. He must meet any prerequisites.
91The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
92The effect fails and the action is lost. Spell points or spell slots are lost.
93(Combat) All hostile creatures within close range of the caster may take a free move action immediately.
94(Combat) All creatures treat all squares within close range of the caster as difficult terrain for 1d6 rounds.
95The next time during the next 24 hours that the caster perceives a creature that appears to pose a physical threat, he charges directly at it and attempts to engage it in melee. This compulsion ends after the caster resolves one melee attack roll.
96Effect receives a -4 penalty to caster level (minimum 1).
97The casting time decreases by 2 steps.
98(Combat) All creatures within medium range may move up to their speed as a swift action on their next turn.
99Hostile creatures within close range of the caster cannot benefit from flanking bonuses for 1 round per caster level.
100(Combat) Allied creatures treat all squares within close range of the caster as difficult terrain for 1d6 rounds.

Warp

d100Result
1(Combat) The nearest hostile creature not adjacent to the caster is teleported adjacent to the caster.
2All creatures within close range of the target must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster.
3The caster is teleported adjacent to one affected creature of the GM’s choice.
4The casting time decreases by 2 steps.
5All allied creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction.
6All hostile creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity.
7An extra-dimensional pit opens under the target or target area. Any affected creature may succeed on a Reflex save to avoid falling into the pit, which has a diameter equal to the target’s space or the minimum area required to envelop all affected targets and a depth of 5 ft. + 5 ft. per 2 caster levels and persists for 1 round per caster level. If the target was being teleported, the square instead opens up under the target’s destination. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. If the triggering effect creates a pit, this result increases the depth of that pit.
8The caster and target or creature nearest the center of the target area switch places after the casting is resolved. If either is too large for the receiving space, they are shunted to the nearest adequate space.
9A small elemental is called adjacent to the caster. This elemental is hostile to all creatures and attacks the nearest to the best of its ability. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
10A rift opens adjacent to the caster, opening to the elemental plane of earth. This rift ejects 10 lbs of sand and gravel per caster level per round for 1 round per caster level.
11Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
12The casting time increases by 1 step.
13A rift opens adjacent to the caster, opening to the paraelemental plane of mud. This rift ejects mud which covers a 5-ft. radius in deep mud, increasing by 5 ft. each round for 1 round per caster level, causing covered squares to become difficult terrain.
14(Combat) All squares out to close range of the caster fold and shrink, allowing any allied creature moving through them to move two squares for each square of movement spent.
15(Combat) All squares out to close range of the caster fold and shrink, allowing any hostile creature moving through them to move two squares for each square of movement spent.
16The caster is exhausted.
17(Combat) The caster is stunned for 1 round.
18All extra-dimensional storage within medium range of the caster empty their contents in their current square. Creatures with attended extradimensional storage or storage from ongoing spell effects are allowed a Will save to prevent this effect.
19All creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity.
20(Combat) For 1 round per caster level, each hostile creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
21(Combat) The caster teleports to the nearest square adjacent to an allied creature.
22The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
23The effect fails and the action is lost. Spell points or spell slots are not lost.
24The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
25The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
26Roll again on the Universal wild magic table.
27The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
28All creatures within close range of the caster (including the caster) are instantly teleported 5 ft. per caster level into the air. If that space is occupied, the creature is shunted to the nearest open space.
29Effect receives a -4 penalty to caster level (minimum 1).
30(Combat) All hostile creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction.
31(Combat) For 1 round per caster level, all creatures within medium range of the caster gain the ability to complete their normal movements without passing through any intervening squares.
32Random portals open and close within close range of the caster for 1 round per caster level. Whenever an attack, spell, or other effect is directed at a target within this area, there is a 20% chance that it instead targets the caster.
33(Combat) The caster switches position with the nearest hostile creature as per the Swap Placement talent.
34(Combat) As space is bent, all movement made toward the caster for 1 minute per caster level forces the moving creature to move 2 squares for every square. A creature cannot choose to move only 5 ft. toward the caster unless that movement would bring it adjacent to the caster.
35All allied creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity.
36Non-native outsiders within close range of the caster must succeed on a Will save or be banished to their home plane.
37A rift opens adjacent to the caster, opening to the paraelemental plane of steam. This rift deals 1d6 fire damage damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level and attempts a bullrush check against them as the Air Blast talent of the Destruction sphere.
38All extra-dimensional storage within medium range of the target empty their contents in their current square. Creatures with attended extradimensional storage or storage from ongoing spell effects are allowed a Will save to negate this effect for their extradimensional spaces.
39For 10 minutes per caster level, all calling, summoning, and teleportation effects within long range of the caster automatically fail, wasting any spell points, spell slots, and actions used to cast them.
40A pit appears under the caster with a depth of 5 ft. per caster level and a radius of 5 ft. plus 5 ft. per 5 caster levels. This pit persists for 1 round per caster level. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. Creatures within this area fall into the pit with no save, though no creature takes falling damage nor falls prone.
41Each round for 1d6 rounds, the caster returns to the location where he began his previous turn. This effect functions even across planar boundaries.
42The caster gains the benefit of the Teleportation Beacon talent fixed to his square at the time this result is triggered. The beacon persists for 10 minutes per caster level.
43(Combat) The caster is nauseated for 1 round.
44All hostile creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity.
45All targets arrive at their destinations 1d4 rounds later. Creatures entering an extradimensional space are automatically expelled 1d4 rounds later.
46(Combat) For 1 round per caster level, each allied creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
47(Combat) All squares out to close range of the caster fold and shrink, allowing any creature moving through them to move two squares for each square of movement spent.
48Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
49Spiders are instantly teleported into the caster’s space, creating a swarm. Treat this as a spider swarm that acts according to its instincts and persists until destroyed.
50All creatures within close range of the caster must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster.
51All hostile creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
52The effect fails and the action is lost. Spell points or spell slots are lost.
53(Combat) The caster is dazed for 1 round.
54A rift opens adjacent to the caster, opening to the elemental plane of air. This rift deals 1d6 bludgeoning damage damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level and attempts a bullrush check against them as the Air Blast talent of the Destruction sphere.
55The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
56(Combat) All squares out to close range of the caster stretch, requiring any creature moving through them to spend two squares of movement each and preventing 5-foot steps.
57The caster loses access to this sphere for 1d6 rounds.
58A rift opens adjacent to the caster, opening to the elemental plane of fire. This rift deals 1d6 fire damage to all creatures within 5 ft. + 5 ft. per 2 caster levels radius each round for 1 round per caster level.
59Any items in the caster’s hands teleport 1d6 squares in a random direction.
60The caster makes a single magical skill check against all Warp sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
61The casting time decreases by 1 step.
62The caster may teleport within medium range as a free action.
63The caster may teleport within medium range as a free action, but is dazed for 1 round if he does so. The caster is not aware of the daze effect before teleporting.
64The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
65The caster is instantly teleported 5 ft. per caster level directly upward into the air. If that space is occupied, the caster is shunted to the nearest open space.
66(Combat) All squares out to close range of the caster stretch, requiring any allied creature moving through them to spend two squares of movement each and preventing 5-foot steps.
67(Combat) For 1 round per caster level, all allied creatures within close range of the caster gain the ability to complete their normal movements without passing through any intervening squares.
68(Combat) The nearest allied creature not adjacent to the caster is teleported adjacent to the caster.
69The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
70All creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
71Any hostile creatures that threaten an affected creature may choose to be teleported along with or enter the extradimensional space alongside the target. Moving into an extradimensional space in this way does not provoke at attack of opportunity.
72All allied creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction.
73(Combat) For 1 round per caster level, all hostile creatures within long range of the caster gain the ability to complete their normal movements without passing through any intervening squares.
74(Combat) For 1 round per caster level, each creature that ends its turn within close range of the caster must succeed on a Will save or be returned to the location it began its turn in. This effect does not cross planar boundaries.
75All allied creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
76The caster gains knowledge of one talent of his choice from this sphere for 1 round.
77The caster gains the benefit of the Teleportation Beacon talent fixed to a square 1d20 miles in a random direction. The beacon persists for 1 hour per caster level.
78Effect receives a +2 bonus to caster level.
79The caster is shunted to the ethereal plane for 1 round per caster level.
80The caster’s armor teleports 5 ft. in a random direction.
81All creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction.
82A Tiny plush toy appears in the caster’s hand. If the caster does not have an empty hand, one held object is immediately dropped to make room for the toy. The toy returns to its place of origin after 1 minute per caster level.
83The caster makes a single magical skill check against all Warp sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
84The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
85A rift opens adjacent to the caster, opening to the elemental plane of water. This rift ejects 10 gallons of water per caster level per round for 1 round per caster level.
86A pit appears under the caster with a depth of 5 ft. per caster level and a radius of 5 ft. plus 5 ft. per 5 caster levels. This pit persists for 1 round per caster level. Climbing out of this pit requires a Climb check with a DC equal to 10 + caster level. Creatures other than the caster are permitted a Reflex save to not fall in. The caster and any creatures that fail this save take falling damage as normal.
87All targets or creatures that enter the resultant extradimensional space must succeed on a Will save or take 1d6 points of damage per even caster level (minimum 1d6) untyped damage as the Splinter talent. This damage stacks with that of the Splinter talent.
88All allied creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
89(Combat) The caster teleports to the nearest square adjacent to a hostile creature.
90The caster is fatigued.
91A small elemental is called adjacent to the caster. This elemental is hostile to the caster and his allies. The size of this elemental increases with caster level: CL 5 - medium, CL 10 - large, CL 15 - huge, CL 20 - elder. Roll 1d4 to determine the elemental type, 1 - air, 2 - earth, 3 - fire, 4 - water.
92All creatures within close range of the target must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane is flat, featureless, infinite, unaligned, and features normal magic and gravity.
93All allied creatures within close range of the target must succeed on a Will save or have any items held in their hands teleported 1d6 squares toward the caster.
94A rift appears adjacent to the caster, opening a portal to a plane of the GM’s choice (the denizens of the chosen plane should be naturally hostile to the caster). One creature of the GM’s choice native to the selected plane with a CR not exceeding caster level appears out of the rift each round for a 1d6 rounds and attacks the caster and his allies.
95(Combat) The nearest creature not adjacent to the caster is teleported adjacent to the caster.
96The casting time increases by 2 steps.
97All creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
98All hostile creatures within close range of the caster must succeed on a Will save or be shunted to an empty demiplane for 1d6 rounds. This demiplane has planar traits as chosen by the caster.
99(Combat) All hostile creatures within close range of the target must succeed on a Will save or have their armor teleported 5 ft. in a random direction.
100All creatures within close range of the caster must succeed on a Will save or have their armor teleported 5 ft. in a random direction.

Weather

d100Result
1The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
2All creatures within close range of the caster gain a personal rain cloud creating a category 2 rain in any space they occupy. This cloud will follow an affected creature for 10 minutes per caster level. The cloud is always above the creature’s spaces, even when teleporting or crossing planar boundaries.
3Effect receives a +2 bonus to caster level.
4(Combat) For 1 round per caster level, a large static buildup occurs in all allied creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels.
5All creatures within close range of the target or center of the target area are struck by lightning, taking 1d6 electrical damage plus 1 per caster level. A Reflex save negates this damage.
6The caster loses access to this sphere for 1d6 rounds.
7All allies of the caster treats all categories he is affecting as 1 higher for the duration of the effect.
8The casting time increases by 1 step.
9The caster treats all categories he is affecting as 1 higher for the duration of the effect.
10Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
11(Combat) Fickle winds aid motion. For 1 round per caster level, for allied creatures, all squares within close range of the caster cost half the normal movement cost.
12All hostile creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage.
13Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move.
14For 1 hour per caster level, a dramatic fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects.
15(Combat) Fickle winds hinder motion. For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
16The caster makes a single magical skill check against all Weather sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
17The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
18The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
19Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
20Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all hostile creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move.
21The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
22(Combat) Fickle winds aid motion. For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost.
23Roll again on the Universal wild magic table.
24The caster makes a single magical skill check against all Weather sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
25(Combat) Fickle winds aid motion. For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost half the normal movement cost.
26Hail falls within close range of the center of the target or target area for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage.
27The effect fails and the action is lost. Spell points or spell slots are not lost.
28For 1 round per caster level, the caster is polymorphed into an air elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (electricity) ability as a trait. This overrides any polymorph effects currently active on the caster.
29The casting time increases by 2 steps.
30The casting time decreases by 1 step.
31All allied creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage.
32(Combat) The caster is nauseated for 1 round.
33The caster is exhausted.
34The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
35(Combat) The caster is entangled by a miniature tornado for 1d6 rounds.
36Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all creatures within the area, though does not permit a save.
37Regardless of other weather conditions, a heavy fog (per category 2 rain) covers an area out to close range of the caster for 1 round per caster level. This effect follows the caster.
38All hostile creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
39All creatures within close range of the caster are struck by lightning, taking 1d6 electrical damage plus 1 per caster level. A Reflex save negates this damage.
40For 1 minute per caster level, whistling winds render all creatures within close range of the caster deaf.
41Fickle winds blow away any object the caster tries to pick up for 1 hour per caster level, increasing the action required to pick up any unattended object to a full-round action.
42For 1 minute per caster level, whistling winds render the caster deaf.
43All creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds.
44Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all allied creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move.
45All creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage.
46All allies of the caster treats all categories he is affecting as 2 higher for the duration of the effect.
47The casting time decreases by 2 steps.
48The caster is fatigued.
49Hail falls within close range of the caster for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage.
50All creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds.
51All creatures within close range of the target or target area must pass Reflex saves or be entangled by miniature tornadoes for 1d6 rounds.
52Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all hostile creatures within the area, though does not permit a save.
53The caster treats all categories he is affecting as 2 lower for the duration of the effect.
54The caster treats all categories he is affecting as 2 higher for the duration of the effect.
55The caster is struck by lightning, dealing 1d6 electricity damage per 2 caster levels (minimum 1d6). A Reflex save negates this damage.
56A rain of frogs falls within close range of the caster for 1 round per caster level, dealing 1 bludgeoning damage damage per caster level to all creatures and unattended objects and creating difficult terrain until 1d6 rounds after the effect ends, after which the surviving frogs disperse. A successful Reflex save each round negates this damage.
57Boiling rain falls within close range of the caster for 1 round per caster level, dealing 1 fire damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage.
58All allied creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
59All creatures within long range of the caster suffer the effects of being exposed to 1 hour of category 3 heat.
60Boiling rain falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 fire damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage.
61All allies of the caster treats all categories he is affecting as 1 lower for the duration of the effect.
62All creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds.
63All hostile creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
64All hostile creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
65Acid rain falls within close range of the caster for 1 round per caster level, dealing 1 acid damage per caster level to all creatures and unattended objects. A successful Fortitude save each round negates this damage.
66Acid rain falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 acid damage per caster level to all creatures and unattended objects. A successful Fortitude save each round negates this damage.
67(Combat) For 1 round per caster level, a large static buildup occurs in all creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels.
68The caster gains a personal rain cloud for 1 hour per caster level, creating a category 2 rain in any space he occupies. This cloud will follow the caster for 10 minutes per caster level. The cloud is always above the caster’s space, even when teleporting or crossing planar boundaries.
69Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all allied creatures within the area, though does not permit a save.
70The caster is bull rushed in a random direction by sudden winds, using caster level plus CAM in place of CMB. This check is rolled again each round for 1d6 rounds.
71(Combat) Fickle winds hinder motion. For 1 round per caster level, for allied creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
72All creatures within close range of the caster must pass Reflex saves or be entangled by miniature tornadoes for 1d6 rounds.
73All hostile creatures treat all categories the caster is affecting as 2 lower for the duration of the effect.
74All hostile creatures treat all categories the caster is affecting as 1 lower for the duration of the effect.
75Black blood falls within close range of the caster for 1 round per caster level, dealing 1 negative energy damage per caster level to all creatures. A successful Reflex save each round negates this damage.
76All allied creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in pace of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
77All allied creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds.
78A rain of frogs falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects and creating difficult terrain until 1d6 rounds after the effect ends, after which the surviving frogs disperse. A successful Reflex save each round negates this damage.
79Regardless of other weather conditions, a heavy fog (per category 2 rain) covers an area out to close range of the caster for 1 round per caster level. This effect remains stationary.
80The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
81Black blood falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 negative energy damage per caster level to all creatures. A successful Reflex save each round negates this damage.
82All creatures within close range of the target or center of the target area gain a personal rain cloud creating a category 2 rain in any space they occupy. This cloud will follow an affected creature for 10 minutes per caster level. The cloud is always above the creature’s space, even when teleporting or crossing planar boundaries.
83The caster is tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled again each round for 1d6 rounds.
84(Combat) Fickle winds hinder motion. For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible.
85All hostile creatures treat all categories the caster is affecting as 2 higher for the duration of the effect.
86A powerful updraft forms out to close range of the caster for 1 minute per caster level. All creatures and objects in that area area treated as one size smaller for the purposes of effects that would lift them such as the lift ability of the Telekinesis sphere. Additionally, all creatures take a penalty on Fly checks equal to half caster level, but all creatures with a fly speed are treated as having the Hover feat.
87All allies of the caster treats all categories he is affecting as 2 lower for the duration of the effect.
88The caster is struck by lightning once per round, dealing 1 electricity damage per caster level for a number of rounds equal to caster level.
89The caster gains knowledge of one talent of his choice from this sphere for 1 round.
90The effect fails and the action is lost. Spell points or spell slots are lost.
91(Combat) For 1 round per caster level, a large static buildup occurs in all hostile creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels.
92All creatures within long range of the caster suffer the effects of being exposed to 1 hour of category 3 cold.
93(Combat) The caster is dazed for 1 round.
94The caster treats all categories he is affecting as 1 lower for the duration of the effect.
95All hostile creatures treat all categories the caster is affecting as 1 higher for the duration of the effect.
96The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
97The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
98Effect receives a -4 penalty to caster level (minimum 1).
99A powerful updraft forms out to close range of the target or center of the target area for 1 minute per caster level. All creatures and objects in that area area treated as one size smaller for the purposes of effects that would lift them such as the lift ability of the Telekinesis sphere. Additionally, all creatures take a penalty on Fly checks equal to half caster level, but all creatures with a fly speed are treated as having the Hover feat.
100(Combat) The caster is stunned for 1 round.