D% | Effect |
1 | All magic ceases working, including for you, even if you succeed at the spell’s Will save. Unless you expend a 2nd-level spell slot at the start of your next turn, this spell ends. |
2–5 | Decrease the area, damage, duration, and range of spells and spell-like abilities used by half. If you failed the spell’s Will save, that includes the duration of this spell. |
6–10 | No effect. |
11–14 | Creatures are affected by the lesser confusion spell. |
15–18 | Creatures become vulnerable to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead. |
19–22 | A Medium aeon arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell, and it’s hostile to you. Its turn occurs just after yours. If you succeed at the spell’s Will save, the aeon remains when the spell’s effect changes. |
23–26 | Dreamlike realities appear, customized to each creature; each creature who fails a Will save becomes fascinated. |
27–30 | Creatures must attempt a Fortitude save; on a failure, a random technological item they have ceases to function. A technological construct that fails is instead staggered. |
31–34 | You can read the surface thoughts of creatures in the area as if they were affected by the third round of the detect thoughts spell. |
35–38 | The area becomes zero gravity (Core Rulebook 402). |
39–42 | Creatures are affected by a 1st-level baleful polymorph (Alien Archive 2 147) spell. |
43–46 | Creatures are affected by the grease spell. |
47–50 | Each creature is affected by the force blast spell; you can attempt the additional bull rush combat maneuver granted by the spell. |
51–54 | Countless Diminutive creatures appear flying in the air and scrambling on the ground, making the area difficult terrain. To move at more than half speed in the area, a creature must succeed at a DC 15 Acrobatics check. |
55–58 | Chaotic illusions render creatures dazzled. |
59–62 | Creatures and objects become invisible. |
63–66 | Each creature switches positions with another randomly determined creature (no save). No creature arrives in a place immediately hazardous to it, instead appearing in the closest safe space. |
67–70 | Creatures gain a fly speed of 30 feet with average maneuverability. If a creature is airborne when the effect ends, it falls. |
71–74 | A random Medium creature arrives, as if summoned by a 3rd-level summon creature (Alien Archive 144 ) spell. If you succeed at wonder warp’s Will save, the creature acts as if you summoned it. Otherwise, it’s hostile to everyone. |
75–78 | Creatures gain resistance 5 to one energy type; roll a d10 to determine which: on a 1–2, use acid; on a 3–4, use cold; on a 5–6, use electricity; on a 7–8, use fire; on a 9–10, use sonic. If you succeed at the spell’s Will save, you can choose the type for each target instead. |
79–82 | Each creature regains 2d4 Hit Points or Stamina Points (creature’s choice). |
83–86 | You cast magic missile without expending a spell slot. If you take (and have taken) no other actions this turn, you can fire a third missile. |
87–90 | You create one effect of the prescience (Character Operations Manual 139 ) spell. |
91–95 | Increase the area, damage, duration, and range of spells and spell-like abilities used by 50%. That doesn’t include the duration of this spell. |
96–99 | Roll two effects, treating 1 and 96–100 as no effect. Each effect affects only targets of your choice. |
100 | You can cast any 1st- or 2nd-level spell you know without expending a spell slot. You must abide by the spell’s normal parameters, and it lasts for its normal duration. |