| d100 |
Result |
| 1 |
The casting time increases by 2 steps. |
| 2 |
Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 3 |
The caster makes a single magical skill check against all Dark sphere effects and effects with the dark descriptor within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect. |
| 4 |
All hostile creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level. |
| 5 |
All allied creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level. |
| 6 |
The caster is bathed in intense light, taking caster level/2 points of fire damage each round for 1d6 rounds. Any creature attempting to target the caster with an attack during this duration must succeed on a Reflex save or be blinded until the start of their next turn. Creatures with closed eyes or that do not rely on sight are unaffected when targeting the caster. |
| 7 |
Creatures with the light blindness universal monster ability have the penalties from any light source originating from the caster for doubled for 1 minute per caster level. |
| 8 |
The effect fails and the action is lost. Spell points or spell slots are not lost. |
| 9 |
The caster becomes afraid of the light, taking a -2 penalty on saves against fear effects while in areas with greater than dim light for 1 hour per caster level. |
| 10 |
The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn. |
| 11 |
For 1 minute per caster level, the light levels within medium range of the caster are increased by 2 steps. |
| 12 |
For 1 minute per caster level, the light levels within medium range of the caster are decreased by 2 steps. |
| 13 |
A flash blinds the caster for 1 round. |
| 14 |
The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage. |
| 15 |
The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage. |
| 16 |
(Combat) The caster is dazed for 1 round. |
| 17 |
Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect. |
| 18 |
All creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level. |
| 19 |
All active glow effects within long range of the caster shed light for half their normal radius for 1 minute per caster level. |
| 20 |
Effect receives a +2 bonus to caster level. |
| 21 |
All allied creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level. |
| 22 |
The target is surrounded by strobing lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Fortitude save or be sickened for 1d4 rounds. |
| 23 |
For 1 round, any weapon or natural weapon wielded by hostile creatures within medium range gain the brilliant energy weapon special ability. |
| 24 |
The effect has a 50% chance each round of functioning or not functioning. This has no effect on duration. |
| 25 |
All creatures within close range must succeed on a Reflex save or glow brightly and be trapped per the Bound Light talent for 1 round per caster level. |
| 26 |
The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are decreased by 2 steps to a maximum of total darkness for 1d6 rounds. This decrease overrides any increase from your glow. |
| 27 |
(Combat) The caster is stunned for 1 round. |
| 28 |
All active glow effects within long range of the caster shed light for double their normal radius for 1 minute per caster level. |
| 29 |
Flickering motes appear out to the caster’s glow range for caster level minutes. These motes are too small to increase light levels, but are distracting, imposing a -4 penalty on all vision-based Perception checks. |
| 30 |
The caster is unable to perceive changes in light level resulting from his own light effects for 10 minutes per caster level. If the caster would have suffered penalties for low light level without their light effect, they still suffer them. |
| 31 |
(Combat) The caster is nauseated for 1 round. |
| 32 |
A beacon of bright magical light shines down on the caster for as long as he concentrates, levitating the caster up or down at the rate of 10 ft. each round. |
| 33 |
The effect fails and the action is lost. Spell points or spell slots are lost. |
| 34 |
All creatures that are not blind within close range of the caster are sickened by strobing lights for 1d4 rounds. |
| 35 |
For 1 round, any weapon or natural weapon the caster wields gains the brilliant energy weapon special ability. |
| 36 |
All allied creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 37 |
All hostile creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 38 |
A beacon of bright magical light shines down on the caster for 1 round, blinding anyone who looks upon them for 1 minute (a successful Fortitude save negates this effect). |
| 39 |
The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are increased by 2 steps to a maximum of bright light for 1d6 rounds. This increase stacks with any increase from your glow. |
| 40 |
All mundane light sources within close range of the effect cease to affect illumination levels until outside that range. |
| 41 |
A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster and follows the caster at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the caster were hostile. This effect persists for 1 round per caster level. |
| 42 |
The radius of your light and bright light decrease by 5 ft. per round for 2d6 rounds to a minimum of 5 feet. |
| 43 |
The caster’s eyes momentarily glow brightly for 1 round granting the benefits of True Seeing for the duration. |
| 44 |
All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 45 |
All creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 46 |
Creatures sensitive to bright light (such as those with the light blindness universal monster ability) are unaffected by an light source originating from the caster for 1 minute per caster level. |
| 47 |
The target is surrounded by pulsating lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Will save or be fascinated for 1d4 rounds. |
| 48 |
The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
| 49 |
All creatures and objects within range of your glow are stained a random color per the Style talent. |
| 50 |
All hostile creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 51 |
All mundane light sources within close range of the caster increase their light level by 1 step for 1 round, but are then extinguished. |
| 52 |
The caster emits an aura of hypnotic light per the Hypnotic Pattern talent for 1 minute per caster level. The caster automatically fails his save against this effect. |
| 53 |
The casting time decreases by 2 steps. |
| 54 |
Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
| 55 |
The caster is exhausted. |
| 56 |
The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
| 57 |
The caster’s eyes glow brightly for 1 hour granting the see In darkness ability for the duration. |
| 58 |
The caster is stained a random color per the Style talent. |
| 59 |
The caster becomes afraid of the dark, taking a -2 penalty on saves against fear effects while in areas with less than normal light for 1 hour per caster level. |
| 60 |
All creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level. |
| 61 |
The caster loses access to this sphere for 1d6 rounds. |
| 62 |
All creatures within long range of the caster are dazzled for 1 round. |
| 63 |
For 1d6 rounds, the caster is surrounded by strobing lights, causing the caster to be sickened. |
| 64 |
Roll again on the Universal wild magic table. |
| 65 |
The illumination level in the caster’s space is reduced by 1 step per 5 caster levels for 1 round per caster level. This effect moves with the caster. |
| 66 |
For 1 minute per caster level, the target gains the See in Darkness universal monster trait. |
| 67 |
The casting time decreases by 1 step. |
| 68 |
The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells. |
| 69 |
The caster gains glows brightly and and is trapped per the Bound Light talent for 1 round per caster level. |
| 70 |
The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn. |
| 71 |
A beacon on bright magical light shines down on the caster for as long as he concentrates. Any hostile creature within close range of the caster must succeed on a Will save or become frightened for the duration. |
| 72 |
All creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level. |
| 73 |
Effect receives a -4 penalty to caster level (minimum 1). |
| 74 |
All hostile creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level. |
| 75 |
All creatures within close range of the target must succeed on a Reflex save or be blinded for 1 round. |
| 76 |
The caster’s eyes glow brightly for 1 round per caster level granting a gaze attack with a range of close, which deals 1d6 points of fire damage per caster level (Fortitude save for half). |
| 77 |
All allied creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save. |
| 78 |
All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. |
| 79 |
A stationary pillar of brilliant light appears in the target’s space and follows the target, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air. |
| 80 |
All allied creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level. |
| 81 |
A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster’s nearest ally and follows the ally at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the ally were hostile. This effect persists for 1 round per caster level. |
| 82 |
All hostile creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level. |
| 83 |
For 1 minute per caster level, the caster treats areas of dim light or darker as if they were solid objects and is unable to enter or pass through such an area, though retains line of effect through such areas. |
| 84 |
The caster glows brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level. |
| 85 |
All mundane light sources within medium range of the caster cease to affect illumination levels until outside that range. |
| 86 |
A stationary pillar of brilliant light appears in the caster’s space and follows the caster, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air. |
| 87 |
All unlit mundane light sources (candles, torches, etc.) within close range of the caster become lit for 1 round per caster level (up to their normal maximum duration). |
| 88 |
The radius of your light and bright light increase by 5 ft. per round for 2d6 rounds. |
| 89 |
The caster is fatigued. |
| 90 |
The caster gains the light blindness universal monster ability for 10 minutes per caster level. |
| 91 |
The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round). |
| 92 |
All creatures within long range of the target are dazzled for 1 round. |
| 93 |
Your glow decreases the light level in its area an equal number of steps to that which it would normally increase it. Your bright light functions normally. |
| 94 |
For 1 round, any weapon or natural weapon wielded by creatures within medium range gain the brilliant energy weapon special ability. |
| 95 |
The effect doubles in size and effect (bonuses, penalties, damage, etc.) and the save DC, if any, increases by 4, but the effect’s duration is reduced to 1 round. |
| 96 |
All mundane light sources within medium range of the caster increase their light level by 2 steps for 1 round, but are then extinguished. |
| 97 |
The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn. |
| 98 |
All hostile creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level. |
| 99 |
The caster is surrounded by pulsating lights, causing all creatures within medium range of the caster to succeed on a Will save or be fascinated for 1d4 rounds. |
| 100 |
The casting time increases by 1 step. |