Particularly Troublesome List of Chaotic Random Effects (d100)

d100 Result

1

Reroll random effect on a different random effect table of the Game Master's choice.

2

Have the player choose an ability score. Nothing happens.

3

The current map is replaced by another available map at random.

4

The current map is replaced by the target's character sheet or statblock.  If this proves to be inconvenient, display the character sheet or statblock nearby in a visible location if possible.  If stats do not exist for the target, create them specifically so they can be used as the map.

5

Instead of rolling damage, the caster's attacks always deal 5 damage for 1d4 encounters.

6

The caster loses a body part of choice, then has all their missing body parts replaced with a random metal. Replaced parts work as intended, and thier defenses change accordingly.

7

The caster's favorite NPC appears adjacent to the target.

8

The caster's least favorite NPC appears adjacent to the target.

9

The caster chooses another character they can name. The caster and the named character swap locations as well as character control for 1d3 campaign sessions.

10

The caster and target are restored to perfect health.

11

The caster and target are restored to imperfect health.

12

The caster and target have no maximum health for 1d4 days.

13

For the next 1d3 campaign sessions, all advantage turns into disadvantage and vice-versa.

14

For the next 2d6 campaign sessions, caster becomes an animated skeleton that cannot speak.

15

Choose a random class. Everyone within 60 feet of the target permanently gains a new level in that class. This does not count against the intended leveling curve.

16

A barrel of 300 Wands of Magic Missile appears in the nearest Bag of Holding or Handy Haversack . Each wand also casts a set d20000 random effect from The Net Libram of Random Magical Effects v2 and v3 when used. The owner of the bag is immediately aware of this new acquisition, but not that the wands have random secondary effects.

17

The caster now permanently shares a health pool with the last person they got into an argument with. Both parties become aware of this immediately.

18

The target now reflects all magical effects directed at them for 24 hours, as if they were the ones who cast it.

19

The date changes to the caster's last birthday but no time travel actually occurs. The current plane simply reverts to that time of year for 1d4 weeks and everyone gets really confused before it returns to the day it was.

20

All combatants lose 4 years of age for 4 years, after which the effect ends and they return to their original age.

21

The nearest magical orb is now a magical cube. It has the original effects, but can now be rolled as a 1d6 to determine the level of intensity.

22

Roll two random mutations on a Warhammer 40k mutation table the Game Master chooses. The caster chooses one of the results to take, effective immediately.

23

The caster is teleported to their current place of residence and is teleported back after 1d4 weeks.

24

The caster gains a duplicate of all ongoing effects currently on any creatures within 60 feet of the caster. Any duplicate effects have their effect stack if possible.

25

All ongoing effects on the caster are applied to all creatures within 60 feet of the target, with the exclusion of the target.

26

Any ongoing effects on the caster triple in intensity and duration.

27

Any ongoing effects on the target triple in intensity and duration.

28

The caster is immune to all mind-altering effects permanently, including their own.

29

The next time the caster dies, they are revived a week prior in the same location, and must ensure their original death to avoid being erased by a paradox.

30

The caster is permanently immune to a random damage type, but vulnerable to a different random damage type.

31

The caster permanently trades class levels and abilities with the nearest spellcaster.

32

The caster gains a class level in a random class from a different Tabletop RPG system of the Game Master's choice.

33

The nearest spellcaster trades class levels and abilities with the nearest psion.

34

The caster's class changes to Commoner, and they must undergo an atonement ritual to regain their original class or classes.

35

The caster and the target are now lovers. If they are already lovers, all characters the caster knows are now aware of it.

36

The caster and target lose all memories of each other, making whatever situation they find themselves in rather awkward to say the least.

37

The caster and target are now a single individual of combined features and abilities for 1d4 hours. They each retain the memories of the other after separation.

38

The caster has an intense craving for garlic until garlic is consumed.

39

Caster gains all languages spoken by the target, but loses their own language proficiencies.

40

The caster no longer speaks common.

41

Combat is transported to a futuristic spaceship.

42

Combat is transported to medieval times.

43

Combat is transported to the nearest moon.

44

The next time combat ends, the caster is transported to a random country on a different continent, as well as anyone with whom they are in physical contact. Caster is aware of this effect when it is rolled.

45

1d4 days in the future, the caster completely forgets the target ever existed.

46

1d4 days in the future, the caster changes into a different race in the same category as theirs.

47

1d4 days in the future, the caster changes gender when they wake up.

48

1d4 days in the future, the caster is hit by a truck and dies. The caster then awakens in a different world with a random powerful ability and begins a new adventure.

49

The caster becomes able to teleport to this location at will. They do not gain the ability to teleport back to their original position.

50

Through a twist of fate, the target is actually the parent of the caster; The Game Master determines specifics.

51

The caster gains the passive, permanently-active ability to phase through gold and silver, unless they are vulnerable to it.

52

The caster gains the passive, permanently-active ability to phase through wood and brick, unless they are vulnerable to it.

53

The caster gains the passive, permanently-active ability to phase through textile and leather, unless they are vulnerable to it.

54

The caster gains the passive, permanently-active ability to rationalize the actions of themselves and others.

55

Total the damage dealt by the target on their next turn; the effect with that number on this chart takes effect, with the original caster as the new target.

56

Total the damage dealt by the caster on their next turn; the effect with that number on this chart takes effect, with two unrelated random creatures nearby as the new caster and target.

57

The caster's allies within 300 feet permanently gain advantage on all insight and intimidation checks made against the caster.

58

Every time sonic damage is dealt in the campaign from now on, a small blue hedgehog appears near the area of combat.

59

Every time someone uses an ability that enhances the ability to jump in the campaign from now on, they also have an illusory Italian moustache while the effect is active.

60

Time stops for everything except the caster and the target for 10 rounds. Any characters capable of moving in frozen time are not subjected to this effect.  Objects and characters frozen in time act as solid, invincible walls that cannot be damaged or interacted with.

61

The caster and target are frozen in time for 10 rounds, and cannot be subject to outside force, damaged, or otherwise interacted with until the effect expires. Neither of them is aware of the passage of time for the duration.

62

The caster is now able to teleport to and from the target's home at will, even if it is in another plane or dimension.  The target is aware of when this ability is used.

63

From now on, whenever the target and the caster make physical contact, they swap bodies with each other for 3d8 hours.  If one is killed, the other must live out their remaining days in their new form.

64

The caster gains a random item from Mario Kart 64, and they must use it before using any other equipment.

65

Everyone in the area is uncomfortable but nobody has any idea why. Everyone stops for a full round as they look at another, confused. Everyone then slowly returns to what they were doing with a lingering feeling of uncertainty.

66

The caster and target switch equipped weapons.

67

The caster and target switch equipped armor.

68

The caster and target switch equipped underclothes.

69

Everyone involved in the current scenario stops to say 'nice' before continuing with their next actions.

70

For 1d4 months, the hit point value of all creatures within 10 feet of the caster are visible as a green bar above the creature's head.

71

An advisor appears to support the caster in making decisions. The advisor takes a form of the Game Master's choice.

72

For an hour, anyone who looks at the target is intuitively aware of the identities of all creatures they have killed and when.

73

Before the game continues, the Game Master must sincerely apologize to the players for failing to avoid a scenario which has resulted in a roll on this chart, unless he orchestrated it intentionally, in which case the Game Master must assure the players that they will try to rectify any particularly damning circumstances it has inflicted upon their beloved characters.

74

Before the game continues, the players must assure the Game Master that they do not mind the ridiculous, nonsensical session design that has led to a roll on this chart, or if they do, must fall completely silent for a full minute while the Game Master reflects on how they have failed as a storyteller.

75

The caster can now see magic while blindfolded.

76

The caster can now see magic while not blindfolded.

77

The current map is suddenly covered with piles of casino chips and arcade tokens.

78

The caster turns into a human.  If they are already human, they become undead.

79

The caster turns into a catgirl. If they were already a catgirl, they become a cat.

80

The caster turns into a fey creature of their choice.  If they choose something stupid, do not blame this table.

81

The caster turns to stone.  They can still move and act as normal.

82

The caster becomes a slime of their choice that can take on a humanoid shape at will.

83

The caster becomes what they wanted to be when they were a child. If they already are, everyone within 60 feet of the caster congratulates them for following their dreams.

84

The caster forgets everyone they know.

85

The caster is forgotten by everyone they know.

86

The target assumes the caster's place in the memories of everyone the caster knows.

87

The target is now healed by damage dealt by the caster.

88

In 1d4 days, the caster and their allies are transported 30 years into the past and must find a way to return to their original time.

89

The caster is now vulnerable to a weakness of the target's choice.

90

The target is now vulnerable to a weakness of caster's choice.

91

The target is now vulnerable to the last type of damage the caster received.

92

The target is now vulnerable to insults.

93

The target can no longer be killed by physical means.

94

The target can no longer be killed by magical means.

95

The target can no longer be killed by emotional means.

96

The caster is treated as one to three size categories smaller when angry, depending on how angry they are.

97

The caster can give Maximum HP from their own maximum HP to any other creatures within 100 feet at their discretion. They now gain temporary hit points equal to the total amount donated in this way after every long rest.

98

Everyone within 60 feet of the caster has a duplicate of themselves appear in a space adjacent to them.  All items, abilities, and ongoing effects are duplicated; players gain control over both instances of their own characters.

99

The caster is no longer in a romantic relationship.  If the caster was not in a romantic relationship to begin with, a smug satisfaction washes over them.

100

The caster openly rolls three times on this chart and gets to pick between the results.