Spell:
Roll Results
01 Air Walk
02 Mending
03 Giant Vermin
04 Silence
05 Water Walk
06 Zone of Truth
07 Faerie Fire
08 Tenser’s Floating Disk
09 Diminish Plants
10 Curse Water
11 Alarm
12 Lullaby
13 Augury
14 Light
15 Mage Hand
16 Reduce Person
17 Hold Portal
18 Shillelagh
19 Whirlwind
20 Polymorph any Object
21 Stinking Cloud
22 Rage
23 Reduce Person
24 Ventriloquism
25 Jump
26 Wall of Force
27 Stoneskin
29 Reverse Gravity
30 Wind Wall
31 Maze
32 Shatter
33 Otto’s Irresistible Dance
34 Rainbow Pattern
35 Goodberry
36 Crushing Despair
37 Spider Climb
38 Glitterdust
39 Lightning Bolt
40 Web
41 Magic Missile
42 Repel Wood
43 Telekinesis
44 Call Lightning
45 Plant Growth
46 Knock
47 Water Breathing
48 Grease
49 Forcecage
50 Fabricate
51 Sleep
52 Major Image
53 Animate Plants
54 Erase
55 Mind Fog
56 Invisibility
57 Royal Rainbow
58 Feather Fall
59 Solid Fog
60 Enlarge Person
61 Freedom of Movement
62 Evard’s Black Tentacles
63 Gust of Wind
66 Fireball
65 Stone Tell
66 Haste
67 Move Earth
68 Sepia Snake Sigil
69 Dancing Lights
70 Sympathetic Vibration
71 Delayed Blast Fireball
72 Obscuring Mist
73 Shout
74 Heal
75 Entangle
76 Mount
77 Passwall
78 Mirror Image
79 Slow
80 Pass Without Trace
81 Ray of Exhaustion
82 Feeblemind
83 Summon Monster
84 Expeditious Retreat
85 Disguise Self
86 Earthquake
87 Hallucinatory Terrain
88 Meteor Swarm
89 Quench
90 Fly
91 Heroes Feast
92 Major Creation
93 Summon Instrument
94 Repel Metal or Stone
95 Time Stop
96 Fire Storm
97 Prestidigitation
98 Gaseous Form
99 Animate Rope
100 Roll two results from the list
Side-effect
Roll Results
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 Caster’s clothes itch
05 Caster glows as per a light spell
06 Spell effect has 60(FM) radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster’s hair grows on foot in length
09 Caster pivots 180 degrees
10 Caster’s face is blackened by a small explosion
11 Caster develops allergy to his equipment; cannot control sneezing until all equipment is removed (allergy lasts 1d6 turns)
12 Caster’s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by the caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles the caster
20 Caster’s feet enlarge, halving movement speed for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20 feet for 1d4 turns
23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster turns into a baby for a day
27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 Reverse gravity beneath caster’s feet for 1 round
30 Colored streamers pour from caster’s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster’s fingertips
34 Stream of butterflies pours from caster’s mouth
35 Caster leaves monster-shaped footprints instead of his own for 1d6 days
36 3-30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp
37 Music fills the air
38 Create food and water
39 All normal fires within 60 feet of caster are extinguished
40 One article of clothing within 30 feet of caster (randomly chosen) crumbles
41 One normal item within 30 feet of caster (randomly chosen) glows like a lamp, permanently
42 All magical weapons within 30 feet of the caster squeak like a rubber chicken when striking someone for the next 1d6 hits.
43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 Dancing lights
45 All creatures within 30 feet of the caster begin to hiccup
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of caster
49 Spell fails and the target gains the ability to cast the spell it would have been once.
50 Monster summoning II. Monsters are hostile to the caster.
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60 feet, stunning them momentarily
53 Caster and target exchange voices for 1d6 days.
54 Major image of a hand appearing from ephemeral clouds rises up to an angelic chorus and flips the target off.
55 Spell functions, but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect. Spell is hostile to the caster.
59 All weapons within 60 feet of the caster glow for 1d4 round
60 Spell functions normally.
61 Spell appears to fail when cast, but occurs 1d4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
66 Slow spell centered on target
65 Caster confused
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of nonliving matter within 10 feet of target vanishes for 1d4 rounds
71 Fireball centers on target
72 Caster turns to stone for 1d6 rounds
73 Spell is cast; a diamond appears in the target’s hand
74 Every within 10 feet of caster receives the benefit of a heal
75 Target becomes dizzy for 2d4 rounds
76 Wall of fire encircles target
77 Target levitates 20 feet for 1d3 turns
78 Caster suffers blindness for 1d6 rounds
79 Caster is charmed as per charm monster as if the target cast the spell
80 Caster forgets
81 Target’s feet enlarge, reducing movement to half normal for 1d3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Caster exudes a pheromone animals find irresistible for 1d6 days
85 Target changes sex for 1d6 rounds
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing and is unable to cast spells for 1d6 rounds
90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)
91 Target’s clothes itch
92 Target’s race randomly changes for 1d6 days
93 Target turns ethereal of 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) for 1d6 days
98 Target changes color for 1d6 days
99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Reroll table 1, Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%
A list of the 100 random options in case Polymorph is rolled is pending.
Fizban’s Fantastic Fortress:
Fizban’s Fantastic Fortress produces a place for the caster to live in for 24 hours. It can be freely entered and exited like any normal building. The house’s outside appearance has no necessary bearing on the spells inward appearance. It can produce an outhouse with the inside of a full castle, or vice-versa. When the spell ends, it simply deposits anyone inside safely on the ground and the house vanishes.
Outside:
1. Outhouse
2. Rundown Shack
3. Cave
4. Dirty Hovel
5. Small Cottage with white picket fence, flowers, and a colorful roof
6. Townhouse (mass-produced housing like the one from Full House)
7. Two-Story house with two-car garage
8. Large Mansion
9. Single-tower Keep
10. Large Castle with moat, drawbridge, guard towers, and heavy fortifications.
Inside:
Outside:
1. Outhouse
2. Rundown Shack
3. Cave
4. Dirty Hovel
5. Small Cottage with white picket fence, flowers, and a colorful roof
6. Townhouse (mass-produced housing like the one from Full House)
7. Two-Story house with two-car garage
8. Large Mansion
9. Single-tower Keep
10. Large Castle with moat, drawbridge, guard towers, and heavy fortifications.
Fizban's Stupendous Size-Shift
Fizban's Stupendous Size-Shift alters the size of someone randomly. The standard human-sized has been left out, if your character is smaller or larger than human-sized, replace the appropriate size with human-sized. All physical abilities, durability, dexterity, weight and strength remain UNCHANGED. Even if you are the size of a fly you are still as durable as you were, so someone stepping on you does as much as it would if you were normal sized. Likewise, if you are enormous and you step on someone, it still feels like a normal person stepped on you. Duration is 2 days, if cast again new duration overwrites (does not stack with) the last duration)
1. Fine - the size of a fly
2. Tiny - the size of a housecat
3. Small - the size of a hobbit
4. Large - the size of an ogre (about 9 feet tall)
5. Huge - the size of a giant (about 12 feet tall)
6. Gargantuan - the size of a sea monster (80-ish feet)
7. Colossal - the size of the largest of dragons
8. Colossal+ - excessively huge, you can probably wade in the ocean
Fizban's Preposterous Polymorph
The target takes on all aspects of the rolled creature outside of mental abilities, which remains completely unchanged. They gain access to all abilities of the form they assume and LOSE all abilities associated with their current form. The character's basic ability in relation to others of their race remains static, so Kamina would be a reasonably strong specimen of whatever new form he takes whereas Tsuna would be a fairly puny specimen of whatever new form he takes. Characters do not have mastery over the abilities they inherently acquire, but can learn how to use them over time. The spell lasts for two days, if it is cast again the new spell overrides (does not stack with) the duration and the old form. Unless otherwise noted, the character retains the ability to speak. There is a 10% chance of a mishap with this spell, if so, the mishap will be rolled on the appropriate table.
1. Tarrasque
2. Mer-person
3. Puu
4. Dodo Bird
5. Goron
6. Sea Lion (D&D version)
7. Rabbite
8. Puma
9. Lemming (video game)
10. Killer Gazebo
11. Monkey
12. Kuriboh
13. Yoshi (roll 1d4 for color)
14. Triceratops
15. Gelatinous Cube
16. Domo-kun
17. Microbe
18. Jager
19. Prinny
20. Penguin
21. Cat
22. Mokona
23. Kodama
24. Saibamen
25. Pikachu
26. Bulette
27. Grapehippo
28. Duckbunny
29. Poring
30. Catgirl
31. Metroid
32. Owlephant
33. T-Rex
34. Giant Space Hamster (Roll d10, on 1 or 2, is a Miniature Giant Space Hamster)
35. Platypus
36. Autognome
37. Tonberry
38. Klingon
39. Korok
40. Bear
41. Servbot
42. Space Swine
43. Flying Spagetti Monster
44. Bonta-kun
45. Panda
46. Flumph
47. Griffin
48. Dog
49. Haro
50. Chocobo (roll 1d6 for color)
51. Skullkid
52. Mudkip
53. Ermine
54. Mr. Saturn
55. Unicorn
56. Spiderhorse
57. Llama
58. Animated Stuffed Animal
59. Pegasus
60. Doraemon
61. Wookie
62. Fairy
63. Turtle (Love Hina)
64. Owlbear
65. Care Bear
66. Hobbit
67. Pseudodragon
68. Flan (Roll 1d6 for color)
69. House Elf
70. Pikmin (Roll 1d6 for color)
71. Mushi
72. Molepig
73. Cerebrus
74. Soot balls
75. Zora
76. Kunal Trow
77. Myconid
78. Goomba
79. Chiyo-chan's Father
80. Elizabeth (from Gintama)
81. My Little Pony
82. Gender-shift
83. Umberhulk
84. Kender
85. Viera
86. Chupacabra
87. Grunty
88. Hutt
89. Kobold
90. Rat
91. Deku Shrub
92. Chu Chu
93. Catuar
94. Animated Broomstick
95. Mime
96. Moogle
97. Swan
98. The Prince or relative (Katamari Damacy)
99. Dragon (Roll d10 for color)
100. Roll twice, merge into unholy union of the two beasts. If 100 is rolled consecutively, add another roll each time.
Dragon Color:
1. Red
2. Black
3. Blue
4. Green
5. White
6. Brass
7. Copper
8. Bronze
9. Silver
10. Gold
Flan Color:
1. Red
2. Blue
3. Yellow
4. Green
5. Black
6. White
Pikmin Color:
1. Red
2. Purple
3. White
4. Yellow
5. Blue
6. Bulbmin
Yoshi Color:
1. Green
2. Red
3. Blue
4. Yellow
Chocobo Color:
1. Yellow
2. White
3. Red
4. Brown
5. Black
6. Fat
Mishap Chart:
1. Character can only speak by saying the name of the creature they have become. Everyone else still understands what they meant to say.
2. Winged creatures lose wings, wingless creatures gain wings.
3. Arms and legs reversed on the creature.
4. Target believes they really are the creature they have transformed into. The ability to speak is still retained, even if the creature itself should not be able to speak.
5. Target retains all physical characteristics and abilities of their normal form, making the change completely cosmetic.
6. Target becomes an abnormally colored version of the creature.
7. Target gains only the disadvantages of the form (slower if they become larger, weaker if they become smaller) not the advantages (stronger if they become larger, more agile if they become smaller)
8. Target gains only the advantages of the form, not the disadvantages.
9. Target is unaware that any change has taken place and cannot be convinced otherwise.
10. Roll twice on the table, use both results. If the results cancel each other out, roll another set of results.
Fizban's Helping of Happiness:
Fizban magically transforms people into things he thinks will make them happy. This will also work on animals, in which case the decision is made based on what Fizban thinks will make people happy. This can change at any time without warning. The effect lasts for two days.
Fizban's Royal Rainbow
Fizban can teleport himself or a chosen (willing or unwilling) target to a destination of his desire by means of Royal Rainbow. The spell, however, only has limited success.
Roll 1d4:
1: Complete opposite of intended location (cold mountain instead of volcano, for example. This may involve some creativity)
2: Random location that is not desired location
3: Similar area to desired location
4: Works without problem.
Other Spells:
Fireball
Ghost Sound
Light Puffball
Memories remaining: 2%