Number rolled | Effect | Description |
0 - 4 | Burnout | You suffer magical burnout and are unable to effectively cast spells. You cannot cast a spell of 1st level or higher for 1D20 minutes. |
5 - 9 | Warped flesh | Your body’s physical appearance is altered in some way, denoting that you’ve been dabbling in magic. The change is typically associated with the kind of magic one’s been using. Roll the grievous injuries table to determine what part of the body is affected, and roll a D6 to determine whether the change is positive, negative, or neutral. |
10 - 14 | Gaseous | Your body becomes light and gaseous for 1D10 minutes, as though under the effects of the gaseous form spell. You have resistance to non-magical damage and can fly up to 10 ft per turn. |
15 - 19 | Unbreakable | Your body and equipment are transformed into an unbreakable crystalline substance for 1D10 minutes. During this time you are complete unconscious, invulnerable to all forms of damage (including psychic), and requires a DC 25 STR (athletics) check to be pushed, pulled, or dragged. |
20 - 24 | Enlarge/reduce | You are subjected to the effects of the enlarge/reduce spell for 1 minute. Roll a D2 to determine whether you are enlarged or reduced. |
25 - 29 | Poisoned | Your blood turns sour, subjecting you to the poisoned condition for 1D4 hours. This can be cured using antitoxin or the lesser restoration spell. |
30 - 34 | Blinked | You are pulled into the ethereal plane, appearing to have utterly disappeared. You remain in the ethereal for 1D4 rounds. |
35 - 39 | Foul summoning | You become a conduit for malicious entities to cross over into the first sphere of existence. Any number of fiends, elementals, undead, or fey whose combined challenge rating is equal to or less than the botched spell’s level appear in an unoccupied space within 30 ft of the caster. The creatures summoned are hostile to all creatures not of their kind. |
40 - 44 | Major expulsion | Magic erupts from your person, threatening anyone unfortunate enough to be close by. All creatures within a 20 ft radius of the caster must make a DEX saving throw (DC equals the caster’s) or take a D4 of damage for each spell level and be pushed 10 ft away from the caster. On a success, no damage is taken and the target creature is not moved. The damage type suffered by the creature is that of the spell fumbled. If the spell has no damage type, it becomes force damage. |
45 - 49 | You’ve seen too much | You peer beyond the veil, bearing witness to some horrifying truth. Roll a D100 on the short-term madness table to determine the effect. |
50 - 54 | Pocket reality | You rend space and time, opening up a tear in reality through which you are drawn into along with any creatures or objects within 10 ft of the caster. For 1D4 rounds, you tumble through an entirely empty pocket dimension devoid of anything. After 1D4 rounds, you and whatever else was drawn into the rift appear back in the spot from which they departed with an audible popping sound, lying prone and having experienced time as though 1D4 hours had past. |
55 - 59 | Resilient sphere | You cast Otiluke’s resilient sphere centered on yourself, but are unable to dispel the effect. |
60 - 64 | Levitate | You cast Levitate on yourself, but are unable to dispel the effect or control your altitude. Additionally, the spell lasts for an hour. |
65 - 69 | Arc | Have the nearest creature to you roll a DEX saving throw using the your spell save DC. on a failure, a bolt of arcane energy arcs from you towards the nearest creature within 30 ft, dealing 1D6 of force damage for each spell level and forcing the target 10 ft back from you. |
70 - 74 | Immolation | Your body becomes enveloped in magical flames (or a more appropriate element depending on the spell or caster) for 1D10 rounds. During this time, any flammable object within 10 ft of you (including any flammable objects you’re wearing) ignite. Though you remain unharmed, the flames do cause mild discomfort. Creatures who end their turn within 10 ft of you take 1D6 fire damage per spell level. |
75 - 79 | Luminous | Your body glows, as though under the effect of the light cantrip in dim light and darkness for the next 1D10 hours. The light emitted from your person counts as sunlight. |
80 - 84 | Regeneration | A part of your body which has suffered permanent injury regenerates itself, as though it was never injured in the first place. |
85 - 89 | Detox | If you are suffering from the poison condition, or another disease like effect, you are immediately cured. Additionally, you become immune to the poison condition and have resistance to poison damage for the next 24 hours. |
90 - 94 | Vermintide | Swarms of chittering rats, crawling insects, or buzzing flies emanate from your person. The vermin move away from you, trying to find places to hide and burrow. If the environment is sealed, the vermin form a swarm (see monster manual for details) which is hostile to everyone but yourself. |
95 - 99 | Possession | You becomes possessed by an incorporeal spirit from the second sphere. Roll a D28 to determine the kind of spirit: 1 - 2 = fiend, 3 = undead, 4 = (evil) fey, 5 = elemental, 6 = (good) fey, 7 = celestial, 8 = aberration . During the possession, the caster receives a touch attack (+6 to hit, +3 damage) based on the type of spirits possessing them: fiend or undead = 2D8 necrotic, fey = 2D8 force, elemental = 2D8 ice/fire/lightening, celestial = 2D8 radiant, aberration = 2D8 psychic. At the end of each turn, the possessed may make a Charisma saving throw to free themselves. The DC is determined by the level of spell fumbled (1st level spell = DC 11, 3rd level spell = DC 13) |