Chaos Blast


 * {|class="classtable"


 * 1
 * Target is healed for 1d6 positive energy
 * 2
 * You are healed for 1d4 positive energy
 * 3
 * All allies within 30 ft. (including you) are healed for 1d4 positive energy
 * 4
 * All enemies within 60 ft. are healed for 1d6 positive energy
 * 5
 * All creatures within 30 ft. (including you) are "healed" for 1d6 negative energy (ouch)
 * 6
 * You summon 10 pink yard ornament flamingos spaced out evenly within 20 ft. of you.
 * 7
 * The target gains +1 max. HP, permanently
 * 8
 * You lose -1 max. HP, permanently
 * 9
 * You take 1d6 aether backlash
 * 10
 * Roll again twice, rerolling any result of 10
 * 11
 * Target begins to sing loudly unless they succeed on a M.A. save
 * 12
 * The nearest volcano erupts
 * 13
 * 2d4 "people" (humans?) with hooks appear (14 Str, 11 Dex, M.D. 13, 16 HP, 3 AC, 12% dodge, 1 attack with hook 1d12+5), which you can hire for 2 gp per "person" per day. If you don't hire them for at least one day, they attack you and your companions.  They are also really creepy and tend not to talk, instead producing slips of paper that already have writing on them to communicate.
 * 14
 * You take 2 aetherial backlash damage
 * 15
 * They set us up the bomb! A ticking time bomb appears in your hand (or next to you) with 1d4 minutes and 5d10 seconds left on it.  Though you may not know it yet (unless this has happened before, or your gnomish demolition skills are good), when it detonates it will deal 20d8 damage in a 10 ft. radius, 15d8 in a 20 ft. radius, 10d8 in a 30 ft. radius and 5d8 in a 40 ft. radius.
 * 16
 * You are affected by a random cleric/priest/druid spell
 * 17
 * The target is affected by a random mage spell
 * 18
 * Everyone in a 20 ft. radius is affected by a random rune mage spell
 * 19
 * One ally at random is affected by a paladin spell
 * 20
 * One enemy at random is affected by a shadowknight spell
 * 21
 * The GM chooses a ritual spell to go off, and on who, where and how he pleases
 * 22
 * You lose 2 CPD temporarily
 * 23
 * You gain 1 CPD, but if you're over your usual limit you have to spend the excess within 1 minute or take 1d6 damage per CPD in excess of your maximum
 * 24
 * A nearby troll falls in love with you (male/female doesn't matter, determine randomly)
 * 25
 * A nearby elf despises you
 * 26
 * A swarm of flying books comes through, dealing 4d6 damage to you and all creatures within 100 ft., but all those damaged gain +2% to a random knowledge of the GM's choice
 * 27
 * You and your companions are teleported to a place of the GM's choice. Each person may roll vs. M.A. -6 to resist.
 * 28
 * You turn one or more colors (GM's choice) for 1d6 days.
 * 29
 * Cats and dogs rain down from the sky, dealing 2d6 damage to all those in a 1 mile radius. The animals are unharmed, and proceed to make a nuisance of themselves by shedding and urinating everywhere.  The animals are also permanent.
 * 30
 * The target gains +4 to perception checks for 4d12 hours.
 * 31
 * You gain a slightly glowing object which is faintly magical (GM's discretion, a Luck check may be called for)
 * 32
 * You gain a slightly glowing object which appears magical but is actually radioactive
 * 33
 * You and the target learn a new spell (if you are the target, you still only get one spell). If the target has no CPD, it doesn't do him much good.
 * 34
 * You can't cast Chaos Blast for the next 1d4 hours
 * 35
 * You can't cast anything for the next 1d4 rounds
 * 36
 * You summon a has-been band to do a concert right here, right now, no matter where you are or what is happening
 * 37
 * Make a Fort save. If you fail, you change gender permanently.
 * 38
 * A dazzling array of lights and mist pours into the nearest 200 ft. area, putting visual perception checks at -8. It also makes a hell of a rave.
 * 39
 * You and your companions change places as though teleported, leaving no one where they started, but each are wearing the gear and clothing of the ally who had been standing there instead of their own. "You look cute in Borin's Armor, Binky."
 * 40
 * You summon zombies as though you had cast Zombie Horde. That could be good, bad, or no effect at all.
 * 41
 * You take 1d4 aetherial backlash damage
 * 42
 * You gain 10 XP.
 * 43
 * You get a box of snackcakes and 2d6 cans of cola in a (probably open) 12-pack
 * 44
 * Counter the next Mathemagic spell that would affect you, no matter how long it may be until that happens
 * 45
 * You summon 5d12 nuisances (freaky but cute bugs the size of your hand) that have 1 Str, 14 Dex, 1 M.A., 1 HP, 0 AC and can't dodge. They do their best to get in everyone's way, especially yours.
 * 46
 * You gain a piece of chalk. Roll Luck to determine whether it's normal chalk (Lucky) or chalk that draws doors to horrible nameless malevolent planes and/or dimensions (Unlucky).  The character won't know until he tries to use it.
 * 47
 * You fly into a berserker rage, just as the class ability. If you have levels in berserker/barbarian, they count for the rage's effect.
 * 48
 * The target gets tickled mercilessly by poltergeists, taking -2 to Dex and M.A. for 2d6 rounds.
 * 49
 * GM's choice, something fairly good.
 * 50
 * All of your coins turn into pencils, copper makes 1, silver makes 3, gold makes 7 and platinum makes 18 per coin.
 * 51
 * All of your pencils turn into copper coins.
 * 52
 * You gain a new AA that you qualify for (generally one from the level 20 list if the character is low-level).
 * 53
 * Remember your elementary school teacher? Well, she's just appeared, except she's 20 feet tall and wielding a cleaver the size of your ego.  And she's not happy.
 * 54
 * The entire scene changes to be more amusing - guards rushing in will be giant toy soldiers, clothing may alter in silly ways, previously intimidating people will be humiliated, etc. The main way it changes what is happening is that no one, even your friends and foes, can take the scene seriously.  It lasts as long as comedic effect requires - GM's discretion.
 * 55
 * You summon a minor glob, a pathetic ooze which can barely fight or move, but it serves you faithfully and permanently until it is destroyed. It has Str 8, Dex 4, M.A. 1, HP 4, AC 0, Can't Dodge, 1 slam attack at 1d4-1.
 * 56
 * You summon 4d10 minor globs which immediately attack you. If they actually pose a threat, you can just run away usually...
 * 57
 * You inherit a small cabin and an acre of land at the nearest town to your current position. An errand boy will deliver the news to you at the earliest convenience.
 * 58
 * You get beaned in the head by a golden egg for 1d6 damage, which is worth 20 gp.
 * 59
 * You acquire a potion. Roll Luck to determine what kind... and you'll still need to identify it.
 * 60
 * You slip and fall.
 * 61
 * This guy shows up that you owe 5gp to, and he isn't going to leave you alone this time.
 * 62
 * Every nonmagical, unattended object of Normal size or smaller within 30 ft. is animated as per Minor Animate Object under your control.
 * 63
 * You breathe fire, dealing 1d6 / caster level in a cone 5 ft. long + 5 ft. / 2 caster levels (you may pick the direction but don't have time to change which hex you're standing in). Afterwards, you suffer terrible heartburn which gives a -2 to Dex and M.A. for 5 minutes / caster level.
 * 64
 * You summon a comically oversized mallet and whang the nearest baddie with it (if no baddie exists, choose an annoying party member other than yourself; if no one else is nearby, you whang yourself!). The baddie in question takes 1d4 melee crushing damage / caster level (this attack is automatically successful, but can be dodged and AC applies) and is thrown back 5 ft. / 2 caster levels.  Being thrown back may knock them prone on a failed Dex check, but no damage will be taken unless they fall onto spikes or over the edge of a cliff...
 * 65
 * You take 1 aetherial backlash damage.
 * 66
 * All forms of movement you are capable of have their speed increased by +50 ft. for 10 minutes.
 * 67
 * You can't dodge for the next 3 rounds, but gain +3 AC for that time.
 * 68
 * Everyone who can see you within 30 ft. must make a M.A. save or flee in terror as they realize the funk what forms you, brother.
 * 69
 * A beautiful nymph or satyr (gender matches the caster's preferences) appears and offers to sex you up. Some weird magi strive endlessly for this spell result, killing themselves in their vain attempt to roll 69 one more time.
 * 70
 * A carriage pulled by six black stallions comes charging through, and tries to run over you and possibly others in the area. Roll Dodge to avoid being trampled, which knocks subjects prone and deals 4d6 damage.  If you manage to stop the carriage, it is abandoned and magically indestructible.  It travels at a speed of 200 ft. over land and lasts for 1 hour.
 * 71
 * You are affected by the spell Run the Gauntlet as though you had cast it upon yourself.
 * 72
 * You conjure up a feast of tacos, burritos, sub sandwiches, chili dogs, nachos, pizza, and all manner of beer and soda, able to feed 20 teenagers easily, or 40 people.
 * 73
 * For the next 24 hours, everyone sees you as the virtual opposite age and gender, as chosen by the GM. Your race also appears different (typically a humanoid race, GM's choice) and not even the strongest divinations can penetrate this disguise.
 * 74
 * You accidentally curse yourself. For the next hour, anytime you would make a random die roll, you roll it twice and take the worst of the two results.
 * 75
 * You gain a great liking for something of the GM's choice, and must obsessively seek it out for the next 1d6 hours. At the very least, you should talk glowingly about the obsession and complain if the party is ignoring your requests to find, collect, or do whatever it is your obsession demands you do.
 * 76
 * You suffer a -1 penalty to all rolls for the next minute.
 * 77
 * You gain a chaingun capable of unleashing some of the most hellish firepower ever seen in an action movie. Against a single target, you deal 10d6 damage (Dodge for half damage), or against multiple targets you deal 4d6 damage to each in a sweep up to 90 degrees.  The chaingun lasts for 1 round only.
 * 78
 * A huge pinata appears. Roll Luck: if you are lucky, it's full of tasty candy.  If you are unlucky, it's full of flesh-eating scarab beetles that swarm out and deal 2d6 unavoidable damage to everything within 30 ft. before they skitter off into dark places.
 * 79
 * GM's choice, something fairly unpleasant.
 * 80
 * Disco music begins to play. Everyone within 60 ft. must make a M.A. save with a -4 penalty or start to dance uncontrollably.  Attacks made while dancing suffer a -4 Dex penalty to hit, but dancing targets gain +10% dodge.  Additionally, spells suffer a 30% higher failure chance if the caster is dancing this way, and all failed spells result in a Chaos Blast effect instead of a normal spell "fizzle."  This failure chance stacks on top of any other failure chance (check separately for SCP from armor, though this will also create a Chaos Blast), so a Weird Mage would suffer a 60% failure chance on normal magic while dancing this way and a 30% failure chance on Chaos magic.
 * 81
 * Every creature (including you) within 200 ft. becomes clumsier than normal, losing -2 Dex, but not below 1.
 * 82
 * All creatures (including you) within 60 ft. gain 2 CPD. Those who exceed their CPD limit or don't use CPD will manaburn for 1d6 / unused CPD within 1 minute unless they find a way to get rid of them.
 * 83
 * A prankster appears with a comicaly oversized weapon, roll luck, Good Luck (1-7) the weapon will fire a giant boxing glove at your nearest enemy for 1d12 damage, Average Luck (8-13) the weapon will fire a comical BANG! flag from the muzzle and do nothing else, running off while laughing, Bad Luck (14-20) the prankser will shoot a small bomb at the caster for 1d20 damage.
 * }
 * 57
 * You inherit a small cabin and an acre of land at the nearest town to your current position. An errand boy will deliver the news to you at the earliest convenience.
 * 58
 * You get beaned in the head by a golden egg for 1d6 damage, which is worth 20 gp.
 * 59
 * You acquire a potion. Roll Luck to determine what kind... and you'll still need to identify it.
 * 60
 * You slip and fall.
 * 61
 * This guy shows up that you owe 5gp to, and he isn't going to leave you alone this time.
 * 62
 * Every nonmagical, unattended object of Normal size or smaller within 30 ft. is animated as per Minor Animate Object under your control.
 * 63
 * You breathe fire, dealing 1d6 / caster level in a cone 5 ft. long + 5 ft. / 2 caster levels (you may pick the direction but don't have time to change which hex you're standing in). Afterwards, you suffer terrible heartburn which gives a -2 to Dex and M.A. for 5 minutes / caster level.
 * 64
 * You summon a comically oversized mallet and whang the nearest baddie with it (if no baddie exists, choose an annoying party member other than yourself; if no one else is nearby, you whang yourself!). The baddie in question takes 1d4 melee crushing damage / caster level (this attack is automatically successful, but can be dodged and AC applies) and is thrown back 5 ft. / 2 caster levels.  Being thrown back may knock them prone on a failed Dex check, but no damage will be taken unless they fall onto spikes or over the edge of a cliff...
 * 65
 * You take 1 aetherial backlash damage.
 * 66
 * All forms of movement you are capable of have their speed increased by +50 ft. for 10 minutes.
 * 67
 * You can't dodge for the next 3 rounds, but gain +3 AC for that time.
 * 68
 * Everyone who can see you within 30 ft. must make a M.A. save or flee in terror as they realize the funk what forms you, brother.
 * 69
 * A beautiful nymph or satyr (gender matches the caster's preferences) appears and offers to sex you up. Some weird magi strive endlessly for this spell result, killing themselves in their vain attempt to roll 69 one more time.
 * 70
 * A carriage pulled by six black stallions comes charging through, and tries to run over you and possibly others in the area. Roll Dodge to avoid being trampled, which knocks subjects prone and deals 4d6 damage.  If you manage to stop the carriage, it is abandoned and magically indestructible.  It travels at a speed of 200 ft. over land and lasts for 1 hour.
 * 71
 * You are affected by the spell Run the Gauntlet as though you had cast it upon yourself.
 * 72
 * You conjure up a feast of tacos, burritos, sub sandwiches, chili dogs, nachos, pizza, and all manner of beer and soda, able to feed 20 teenagers easily, or 40 people.
 * 73
 * For the next 24 hours, everyone sees you as the virtual opposite age and gender, as chosen by the GM. Your race also appears different (typically a humanoid race, GM's choice) and not even the strongest divinations can penetrate this disguise.
 * 74
 * You accidentally curse yourself. For the next hour, anytime you would make a random die roll, you roll it twice and take the worst of the two results.
 * 75
 * You gain a great liking for something of the GM's choice, and must obsessively seek it out for the next 1d6 hours. At the very least, you should talk glowingly about the obsession and complain if the party is ignoring your requests to find, collect, or do whatever it is your obsession demands you do.
 * 76
 * You suffer a -1 penalty to all rolls for the next minute.
 * 77
 * You gain a chaingun capable of unleashing some of the most hellish firepower ever seen in an action movie. Against a single target, you deal 10d6 damage (Dodge for half damage), or against multiple targets you deal 4d6 damage to each in a sweep up to 90 degrees.  The chaingun lasts for 1 round only.
 * 78
 * A huge pinata appears. Roll Luck: if you are lucky, it's full of tasty candy.  If you are unlucky, it's full of flesh-eating scarab beetles that swarm out and deal 2d6 unavoidable damage to everything within 30 ft. before they skitter off into dark places.
 * 79
 * GM's choice, something fairly unpleasant.
 * 80
 * Disco music begins to play. Everyone within 60 ft. must make a M.A. save with a -4 penalty or start to dance uncontrollably.  Attacks made while dancing suffer a -4 Dex penalty to hit, but dancing targets gain +10% dodge.  Additionally, spells suffer a 30% higher failure chance if the caster is dancing this way, and all failed spells result in a Chaos Blast effect instead of a normal spell "fizzle."  This failure chance stacks on top of any other failure chance (check separately for SCP from armor, though this will also create a Chaos Blast), so a Weird Mage would suffer a 60% failure chance on normal magic while dancing this way and a 30% failure chance on Chaos magic.
 * 81
 * Every creature (including you) within 200 ft. becomes clumsier than normal, losing -2 Dex, but not below 1.
 * 82
 * All creatures (including you) within 60 ft. gain 2 CPD. Those who exceed their CPD limit or don't use CPD will manaburn for 1d6 / unused CPD within 1 minute unless they find a way to get rid of them.
 * 83
 * A prankster appears with a comicaly oversized weapon, roll luck, Good Luck (1-7) the weapon will fire a giant boxing glove at your nearest enemy for 1d12 damage, Average Luck (8-13) the weapon will fire a comical BANG! flag from the muzzle and do nothing else, running off while laughing, Bad Luck (14-20) the prankser will shoot a small bomb at the caster for 1d20 damage.
 * }
 * 75
 * You gain a great liking for something of the GM's choice, and must obsessively seek it out for the next 1d6 hours. At the very least, you should talk glowingly about the obsession and complain if the party is ignoring your requests to find, collect, or do whatever it is your obsession demands you do.
 * 76
 * You suffer a -1 penalty to all rolls for the next minute.
 * 77
 * You gain a chaingun capable of unleashing some of the most hellish firepower ever seen in an action movie. Against a single target, you deal 10d6 damage (Dodge for half damage), or against multiple targets you deal 4d6 damage to each in a sweep up to 90 degrees.  The chaingun lasts for 1 round only.
 * 78
 * A huge pinata appears. Roll Luck: if you are lucky, it's full of tasty candy.  If you are unlucky, it's full of flesh-eating scarab beetles that swarm out and deal 2d6 unavoidable damage to everything within 30 ft. before they skitter off into dark places.
 * 79
 * GM's choice, something fairly unpleasant.
 * 80
 * Disco music begins to play. Everyone within 60 ft. must make a M.A. save with a -4 penalty or start to dance uncontrollably.  Attacks made while dancing suffer a -4 Dex penalty to hit, but dancing targets gain +10% dodge.  Additionally, spells suffer a 30% higher failure chance if the caster is dancing this way, and all failed spells result in a Chaos Blast effect instead of a normal spell "fizzle."  This failure chance stacks on top of any other failure chance (check separately for SCP from armor, though this will also create a Chaos Blast), so a Weird Mage would suffer a 60% failure chance on normal magic while dancing this way and a 30% failure chance on Chaos magic.
 * 81
 * Every creature (including you) within 200 ft. becomes clumsier than normal, losing -2 Dex, but not below 1.
 * 82
 * All creatures (including you) within 60 ft. gain 2 CPD. Those who exceed their CPD limit or don't use CPD will manaburn for 1d6 / unused CPD within 1 minute unless they find a way to get rid of them.
 * 83
 * A prankster appears with a comicaly oversized weapon, roll luck, Good Luck (1-7) the weapon will fire a giant boxing glove at your nearest enemy for 1d12 damage, Average Luck (8-13) the weapon will fire a comical BANG! flag from the muzzle and do nothing else, running off while laughing, Bad Luck (14-20) the prankser will shoot a small bomb at the caster for 1d20 damage.
 * }
 * Every creature (including you) within 200 ft. becomes clumsier than normal, losing -2 Dex, but not below 1.
 * 82
 * All creatures (including you) within 60 ft. gain 2 CPD. Those who exceed their CPD limit or don't use CPD will manaburn for 1d6 / unused CPD within 1 minute unless they find a way to get rid of them.
 * 83
 * A prankster appears with a comicaly oversized weapon, roll luck, Good Luck (1-7) the weapon will fire a giant boxing glove at your nearest enemy for 1d12 damage, Average Luck (8-13) the weapon will fire a comical BANG! flag from the muzzle and do nothing else, running off while laughing, Bad Luck (14-20) the prankser will shoot a small bomb at the caster for 1d20 damage.
 * }
 * A prankster appears with a comicaly oversized weapon, roll luck, Good Luck (1-7) the weapon will fire a giant boxing glove at your nearest enemy for 1d12 damage, Average Luck (8-13) the weapon will fire a comical BANG! flag from the muzzle and do nothing else, running off while laughing, Bad Luck (14-20) the prankser will shoot a small bomb at the caster for 1d20 damage.
 * }