| 2d12 | Result |
|---|---|
2 |
Two animated brooms that usually do nothing but clean the hallways are now having a dance off, surrounded by students who are cheering on and making bets. |
3 |
A student's familiar tries to flirt with a familiar of the party if they have one, by bringing them flowers, snacks and small things like that. |
4 |
An enchanter tries to charm a party member but something goes wrong and they become charmed by the party member, now the party has to deal with them until the charm wears off. |
5 |
Two students have a loud discussion about what school of magic would make the best cookies and both look to the party to confirm their own bias. |
6 |
You find a misplaced scrappy notebook containing prank spells such as Cecil's Sudden Sternuation, which on a failed Con Save causes target to sneeze uncontrollably for up to 10 minutes. |
7 |
You find a copy of a book called Novice Mage's Training Spells. It contains harmless versions of known spells used for training students to cast and deflect such spells. Flower Ball, which works much like Fireball, causes flower petals to scatter everywhere and stick to whoever failed the their Dex save |
8 |
You come across a sculpting class teaching how to create small clay golems |
9 |
Scribbled on a blackboard are strange sigils. On a successful DC 18 Int (Arcana) check one can decipher it to be a pass-code to the fabled gambling den run by some of the students. |
10 |
In the school's courtyard there is a fountain. Upon tossing a coin into it, a marrid rises out of the water. In exchange for secrets and gossip, the marrid is willing to share in his vast knowledge of the school (though always inserting himself and his accomplishments into the stories) |
11 |
A trail of sheets of parchment can be seen scattered along the hallways. When followed it leads to a homunculus carrying a stack of unmarked test papers on abjuration theory. The homunculus belongs to a student who hadn't studied for the test. |
12 |
Everyone in the school is subject to a Seeming spell that makes them look like one of the teaching staff. The party can make a DC 18 Charisma saving throw to resist, everyone else is affected automatically and remain so for 8 hours. Upon investigation it is revealed that the phenomenon is a result of a spell amplifier malfunction |
13 |
One of the older students of artifice offers to sell cheap but volatile Potions of Greater Healing. With each use of these items roll as you would for a Wild Magic Surge |
14 |
Some delinquents stole magical reagents from Alchemy class and are taking turns ingesting/smoking them. This does not end well for them. |
15 |
A prankster has cast grease on all the hallways' floor. Chaos ensues |
16 |
The school mascot is running amok in the halls.... After having been struck by a maximised enlarge person spell. |
17 |
An armorer artificer student is daring other students to throw magical projectiles at their new armor. It's not as durable as they think it is. |
18 |
A nervous student wants to profess his love to his crush, but can't seem to find the right words. He asks the party to help him by giving prompts via message spell. |
19 |
In a hallway, by the wall there is a bust statue of a former headmaster of the school. A DC 20 WIS (Perception) or INT (Investigation) check can reveal that behind the bust is a secret door, which when opened contains a stash of whiskey bottles and pipe-weed |
20 |
Due to some kind of magical mishap, everyone in schools gender is swapped for an hour. The effect ends if you exit the school grounds. |
21 |
Everyone seemingly forgets a PC for 8 hours. |
22 |
Familiars go on strike, until their terms are met. (They want to be made meals during lunch-time, even though they cannot eat them.) |
23 |
Cher's (The Bard), "Believe" is blasted through the hallways on repeat at an obnoxiously loud volume for 1d4 hours. |
24 |
The faculty’s youth has been restored, and they have retained none of their memories or experience of adulthood. Alumni think they go here. This lasts for one hour. |