d12 | Effect |
|---|---|
1 | Devastation! Roll twice and combine both effects (reroll any further 1s) |
2 | Pyroclastic extrusion! You deal 3d8 damage to yourself and all near creatures |
3 | Astral incision! An otherworldly blade cuts into your memory. You permanently forget one random spell |
4 | The grimlow! You accidentally summon a hostile grimlow in a space near to you. It persists for 2d4 rounds before disappearing whence it came |
5 | Dark plasma aura! Attacks against you pass through a vile aura, dealing double damage for the next 2d6 rounds |
6 | Gate! You open a magic portal to another location, whether on this plane or another. Something dreadful will come through in 1d4 rounds unless you close it with a DC |
7 | Runaway arcana loop! Your spell targets a random creature you can see, even if it would not normally be possible. Each subsequent turn, you must pass a spellcasting check for that spell or you cast it on another random creature in the same way (effect ends on success) |
8 | Arcane obstruction! You lose the ability to cast all spells of a random tier until you complete a rest |
9 | What lurks beyond the veil! You must pass a DC 15 Wisdom check or fall into mad raving for 1d4 hours |
10 | Ord's balance! You must either permanently sacrifice a magic item or the ability to cast a tier 3+ spell you know |
11 | Unmitigated chain reaction! You have disadvantage on casting all spells for the next 10 rounds |
12 | Shred! You tear a large hole in the fabric of the universe close to you; the lightless tear grows larger every round |
Wizard Mishap Table
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