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Something unpredictable happens when a wild mage's magic goes off script.
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- For the next minute, you regain 5 hit points at the start of each of your turns.
- You cast Fireball as a 3rd-level spell centered on yourself.
- You are transported to a random location within 60 feet of your current position.
- For the next minute, you can see any invisible creature if you have line of sight to it.
- A random creature within 30 feet becomes invisible for 1 minute.
- You grow a long beard made of feathers that remains until you sneeze.
- You cast Levitate on yourself, requiring no concentration for its duration.
- Your skin turns bright blue for 1d10 days.
- A modron appears within 5 feet of you, acts in a way that seems random, then disappears in a puff of smoke.
- You are frightened by the nearest creature until the end of your next turn.
- Maximize the damage of the next damaging spell you cast within the next minute.
- Roll a d10. Your height changes by a number of inches equal to the roll: 1-5 you shrink, 6-10 you grow. This effect lasts 1d10 minutes.
- You cast Fog Cloud centered on yourself.
- If you die within the next minute, you come back to life as if by the Reincarnate spell.
- You regain 2d10 hit points.
- For the next minute, whenever a creature hits you with a melee attack, that creature takes 1d4 lightning damage.
- You teleport up to 60 feet to an unoccupied space you can see.
- You are surrounded by faint, ethereal music for the next minute.
- You gain resistance to all damage for the next minute.
- You become invisible for the next minute. The invisibility ends early if you attack or cast a spell.
Small, curious items with no obvious use — great for fleshing out a character's pockets.
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- A mummified goblin hand
- A piece of crystal that faintly glows in the moonlight
- A gold coin minted in an unknown land
- A knife that belonged to a relative
- A glass orb filled with moving smoke
- A 1-ounce block made from an unknown material
- A small, weightless stone
- A tiny, intricately carved wooden idol of a horse
- A deed for a parcel of land in a place you have never visited
- A rope of knots, each one representing a promise made and kept
- A key that doesn't fit any lock you have found so far
- A dead sprite in a tiny box
- A dragon's tooth
- A pipe that blows bubbles
- A glass jar containing a weird bit of flesh floating in pickling fluid
- An ornate scabbard that fits no blade you have found so far
- A pair of knitted socks that are always warm and dry
- A silver badge in the shape of a five-pointed star
- A pair of old socks with a hole in one toe
- A brass ring that never tarnishes
Adventuring Complications
Something goes wrong. A quick prompt for the DM to throw a wrench in the plan.
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- The bridge/rope/floor gives way underfoot.
- A trusted NPC's loyalty is called into question by new evidence.
- The weather turns violently, cutting visibility or travel time.
- Reinforcements arrive for the enemy, sooner than expected.
- A key item or clue turns out to be a fake or a trap.
- An old debt comes due at the worst possible moment.
- The party is recognized by someone who wants them dead — or in their debt.
- Supplies (rations, torches, ammunition) run out faster than planned.
- A rival adventuring party is already at the objective.
- The information the party was given was wrong, or deliberately misleading.
- A local authority intervenes, complicating a straightforward plan.
- Something the party did earlier has consequences they didn't foresee.
Need a name for a tavern, right now? Roll here.
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- The Prancing Pony
- The Drunken Griffin
- The Rusty Anchor
- The Sleeping Dragon
- The Gilded Boar
- The Weary Wanderer
- The Crooked Crown
- The Laughing Kraken
- The Broken Wheel
- The Silver Stag
- The Salty Siren
- The Wandering Flame
- The Iron Kettle
- The Velvet Raven
- The Howling Wolf
- The Copper Chalice
- The Moonlit Mare
- The Grinning Goblin
- The Lucky Ferret
- The Old Oak Barrel