Roll 1d100.
The BIG Spell Table
[1] Not a spell- but a spell failure! This arcane formula is incomplete or intentionally flawed. Whatever you thought the spell might do; find the nearest corresponding School of Magic on this list and roll on its subtable. If not applicable, roll on the Spell Cataclysms table.
[2] Not a spell- but a method to acquire spells. Roll on the Cruel Executions for Magic Users table; slaying a magic user in a ritualized fashion with this method will grant you knowledge of one spell they knew in life.
If your magician can already suck out magical knowledge from dead people- then you learn a very Occult Spell from Silent Hill instead.
[3] This spell is stupid. Roll a d12 on the Idiotic spell table.
[4] Not a spell- but a Runebrand. This magic brand provides a small permanent bonus to anyone it is applied to, or a once per day cantrip-level magic effect for its wearer. Roll a 1d6 on the Witcher Runebrand Table for your brand. If you roll a 6, instead roll a d20 on the Random Discipline Table, which is tattoo representing that magical concept with a matching effect.
[5-6] Chaotic Burst! The spell caster must name a desired outcome or target of the spell; and the magic flies! Use the powers of Mana Points and their effects, with the number of Mana Points equal to the caster level. You cannot use the same effect twice in a single casting of the spell. Don't have Mana points? You'll have to use Hit-Points instead.
[7] You learn a spell that is quite amateurish, but charming. Roll a spell made by Your Apprentice.
[8-13] Mutation of a Classic Spell. Roll 1d6, then roll on its corresponding table.
- Knock
- Color Spray
- Sleep
- Hold Portal
- Comprehend Languages
- Magic Missile (Same rules as magic missile; it just looks different.)
[14] You learn the rituals and callings to perform a random Dark Pact.
[15] You learn how to cast magical curses. The next time you curse someone with your words, it can become a magic spell. Use the Freeform Curse Generator.
[16-18] Roll a Basic Starting Spell.
[19-24] Roll a Random Starting Spell.
[25] You learn a useful utility spell- roll on the Camp Spells Table.
[26-27] Instead
of a spell, you gain a new face. The face appears on your chest; though
it can be hidden under your clothes. Roll a 1d4 to determine where the
face comes from, and what powers it grants you. If you already have a magical chest-face-spell; then just roll a Random Mutation.
- Roll a random face of the Many-Faced Man
- Roll a random surface from the Weird Monster Generator
- Roll a random face of a Hand-Face-Hand
- Roll a random Chaos Medallion Relief which also grants you a Medallion Power.
[28-32] You learn a first level spell. Roll 1d4, then roll on its corresponding table.
[33] You get some strong magic with some very glaring flaws. Roll 1d2 and then roll on the following table.
[34-39] You learn a spell inspired by the bards. Roll 1d8 on the table below, then once again on whatever table you randomly selected.
- Hedge Wizard
- Green Colored Sun
- Adventures in the Upside Down
- El Bosco
- Moth Tower
- Mumble forth verses of subtle control with Purple Magic.
- Learn a random magic Song.
- Generate an Orc Song. It grants magical power- but only to things related to the song.
[40-43] You learn a Monster spell. Roll 1d4 to determine the origin, then on the relevant table to learn the spell.
- Goblin
- Gnoll
- Orc
- Instead of a spell, you become infused with Fairy Magic. Gain a Blessing of a Fairy Queen.
[44-45] You can condense magic energy into a Magical Skillgem. If socketed into an item, it grants its user a special power. Roll 1d3 to determine the color (Red, Green, Blue) and then a 1d12 to determine the exact power it grants.
[46-50] You learn one of the 36 Magic Spells.
[51] You learn a spell that is strangely interconnected to everything else. Roll on the Blog Spells Table.
[52-55] You learn a personalized spell. Roll 1d4 to determine who, and then roll on their spell table for the exact spell of theirs you steal.
- Anten the Murderer
- Walks-In-Emeralds
- Hotar of the Holy Vapors
- This spell acts as a Turn Undead; but turns something Weird instead.
[56] You learn a spell relating to arcane symbology. Roll a random Symbol Spell.
[57] You learn a Random Cleric Spell
[58] You learn a spell related to Exploring Dimensions
[59-63] You learn a Generic Enemy Spell. Perfectly generic, perfectly serviceable. You'd do well in the Monster Manual.
[64-71] You gain a spell of the rainbow. Roll 1d6 to determine a random color, then on the relevant table below.
[72] You learn a spell relating to magical runes. Roll a random Rune Spell.
[73-75] You learn a chaotic, strange, or highly-random arcane formula. Roll 1d3.
[76] You learn a spell used in war- roll on the Warfare Spells Table.
[77-79] You learn a spell relating to nature spirits. Roll 1d4 and then roll on the relevant table below.
[80-81] You gain the ability to create, bind, or summon forth a creature. This creature is not a short-lived conjuration but is alive. Each one has a will of its own and must be sated or bound magically to serve. Roll a die to determine what Hit-Dice of monster you get; apprentice should only be rolling a 1d4, where as master wizards or archmages might roll a 1d8 or even 1d10.
- Unfortunately you are only able to summon a shitty Pest.
- Hearth Minion
- Malevolent Zombie Servant
- Trapestrod
- An Intruder
- The Unconquerable Ulazoo
- Angered Nature Spirit - Treat the "Why is it Angry" table as Bewitched. It will break free in 1d6 years of serving you.
- You revive a long dead Lich. The Lich will serve you, but has its own agenda and jealously guards its own Signature Spell.
- Big Scary Ass Demon
- Oh shit. You accidentally summoned an Elder God! Make a saving throw against magic to close the portal in time; if you succeed, you survive but your mind is burdened with Terrible Knowledge. If you fail; the elder god sucks you through into the void and you disappear forever. Alternatively if the proper ritual protections are prepared; you can summon one of these powerful beings as a supernatural patron instead.
[82] You peek into the primordial past from the shamans and spirit-callers of old; learning one of the First Magic Spells. For every year you spend sequestered in the wilderness living as a primitive; you can roll again on this table to learn another.
[83-87] You learn witchcraft. Roll a 1d6 to determine the origin of the Witch magic you are learning, and then roll again on the relevant table.
- Forest
- Sea
- Swamp
- Mountain
- Squirrel
- Instead of a spell; you learn a method or two to Bewitch someone. Bewitching someone is like Charm Person, but better.
[88] You learn all the dark powers of an Anti-Sage. If you commit a deed of great evil, these spells count as though you are one caster level higher.
[89-94] You learn a potpourri spell. Who keeps inventing these?
- You conjure a basketful of some Magic Fruits.
- You can perform Star-Doctor Experiments; using your caster level as the die size.
- You speak a Magic Incantation. The spell does about what it sounds like it would.
- Lean a random spell of the Mindscape.
- Generate a Weird Spell.
- Learn the mystic ritual of the Kindlesoul
- Upon casting this mysterious protection spell, you realize it does nothing until you die.
- Learn the Spider Spell.
- Learn a ritual to become the Master of 23 Men
- You can stick a sword in a dead guy's face to make a Swordyface.
- Learn a powerful Enchantment that can reach across the whole world!
- Roll on the Trickster Special Ability table. This isn't a spell; you just have this ability now.
[95] You learn a spell with no levels- Roll on the No-Level Spell Table. These can be prepared with any spell slot or use of any mystic resource of any level.
[96-97] You learn how to call forth powerful mystic weapons. Roll 1d4.
- You learn a Magical Weapon Summon-Spell
- Pick two weapons from the Celestial Armory and they both appear; one in each hand.
- You call forth one of the Almighty Astras. Roll 1d2 to determine which table you roll on. You can call forth the Astra for a number of rounds equal to your Caster Level +1.
- You need no weapons when your hands will suffice! Learn the basics of Gestural Combat- gain the first two and then two more random Proscribed Gestures. Increasing your Will and unlocking new gestures simply requires more Juice.
[98] You learn all the basic powers of a Sage. After you commit a deed of great good, you gain all the advanced powers too.
[99] You gain a powerful spell that grants you a Godly Power for a single day. When the spell ends, you fall unconscious and slip into a coma for one year to recover from such awesome powers in your mortal form. This doesn't happen if you're already a demigod.
[100] Instead of a spell, you get one Wish. No twists, no catch.

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