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Runeterra is a naturally magical world, especially because the Global Runes are foundations of the world, whose resonance reaches all beings giving them extraordinary abilities.
Even so, there are people who manage to go beyond this natural capacity, invoking powers beyond comprehension, studying them and being able to understand them in an even more advanced way.
This magical ability is a mystical energy that can be worked on by character classes through the Spellcasting feature.
- 1 Spellcasting
- 2 What is a Spell?
- 3 Casting a Spell
- 3.1 Casting Time
- 3.2 Range
- 3.3 Components
- 3.4 Duration
- 3.5 Targets
- 3.6 Areas of Effect
- 3.7 Saving Throws
- 3.8 Attack Rolls
- 3.9 Combining Magical Effects
- 4 Sources of Magic
- 5 Casting Tables
Magic permeates fantasy gaming worlds and often appears in the form of a spell.
This chapter provides the rules for casting Spells. Different character classes have distinctive ways of learning and preparing their Spells, and creatures use Spells in unique ways. Regardless of its source, a spell follows the rules here.
What is a Spell?
A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the Invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect — in most cases, all in the span of seconds.
Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see Appendix A), drain life energy away, and restore life to the dead.
Uncounted thousands of spells have been created over the course of the universe’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.
Known and Prepared Spells
Before a spellcaster can use a spell, it must have the spell firmly fixed in mind or must have access to the spell in a magic item. Members of a few Classes have a limited list of Spells they know that are always fixed in mind. The same thing is true of many magic-using creatures. Other spellcasters undergo the process of preparing spells. This process varies for different Classes, as detailed in their descriptions.
In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.
Mana is an element that is part of the basic principle of all magic, where through the study, understanding, transformation, and modifications of it, they can create the most diverse effects, as seen in the Types of Spells.
Regardless of how many spells a caster knows or prepares, it can cast only a limited number of them before resting. Manipulating the mystical energy fabric and channeling its energy, even for a simple spell, is physically and mentally draining, and in the case of higher-level spells, it is even more so. Thus, each Caster Class description includes a table showing how many Mana Points a character can use at each character level. For example, Arcana Umara, 3rd level, has 10 Mana Points.
When a character casts a spell, it spends Mana points corresponding to that spell's level or one of a higher level. You can think of mana as a container filled with liquid, as you level up you improve that core, having a greater capacity to hold more liquid. Each spell requires you to expend some of this liquid, spending your Mana Points to be cast.
Finishing a long rest restores all Mana Points spent.
Some characters and creatures have special abilities that allow them to cast spells without using Mana Points. For example, a Bodhisattva who follows the Wuju Art Doctrine or a Techmaturg using one of its Gadgets.
All Casting Classes have Mana Points. These points are used for spellcasting, spending more or fewer points depending on the level of the spell being cast, as shown in the Spell Level and Mana table.
A caster can only use its Mana Points for level spells it has access to.
|Spell Level and Mana|
|Spell Level||Mana Points||Spell Level||Mana Points|
Casting a Spell at a Higher Level
When a caster casts a spell at a higher level than the spell itself, it assumes the highest level for casting purposes. For example, if Umara casts magic missiles spending 3 Mana Points instead of 2, those magic missiles are 2nd level.
Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in the spell description.
A cantrip is a spell that can be cast at will, without wasting Mana and without being prepared in advance. Repeated practice fixes the spell in the caster's mind, infusing it with the mystical energy needed to produce the effect over and over again. The magic level of a cantrip is 0.
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend Mana Points, which means the ritual version of a spell can’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The Acolyte, for example, has such a feature. The caster must also have the spell prepared or on its list of spells known, unless the character’s ritual feature specifies otherwise.
Casting a Spell
When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.
Each spell description begins with a block of information, including the spell’s name, level, mistery, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
Longer Casting Times
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like elemental sphere, the target is the point in space where the elemental sphere explodes.
Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.
Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect”). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.
A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before it can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.
A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled because its magic exists only for an instant.
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears in its duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
- Casting another spell that requires Concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being Incapacitated or killed. You lose concentration on a spell if you are Incapacitated or if you die.
The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
Areas of Effect
Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.
A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.
A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.
You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.
You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.
Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.
Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t Incapacitated.
Combining Magical Effects
The effects of different spells add together while the durations of those spells overlap.
The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap. For example, if two Acolytes cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
Sources of Magic
In Runeterra there are three main sources for magic: Celestial, Elemental, and Spiritual. The techniques and ways of manipulating these three energies are the basis of magic, however, most of the time, more than one of these three key elements is used to accomplish some wonder. The magic of Aspects and runes are from Celestial nature, while the magic of the Yeti and even Shadow magic are Elemental, finally, the magic of Vastaya, of Yordles, and even Necromancy, are from Spiritual nature.
Many times, Celestial and Spiritual magic can communicate with Elemental magic, creating new variations and powerful effects, such as Hemomancy, a variant of spiritual magic, and Runomancy, a variant of Celestial magic.
At least one of these bases is involved in every magical act. And since all organisms and existences on Runeterra are permeated by the magic of the Global Runes, it is correct to say that all existences possess at their core a spark of Celestial and Elemental power, mediated and connected by a Spiritual magic.
Each source of magic has several Mysteries linked to it, normally these Mysteries are accessible through the evolution of the character in its class.
These Mysteries are groupings of knowledge and understanding of certain aspects of magic that are grouped together by proximity. In this way, each Mystery ends up bringing this understanding and, with that, access to a list of spells that are studied in this Mystery. It can happen that a spell is present in more than one Mystery.
When a Trait, Heritage, Enhancement, or anything else gives you access to a Mystery, it means you are gaining access to the knowledge studied in that Mystery and to that Mystery's spell list.
It is believed that these spells were used to create everything in the cosmos. Celestial spells are extremely difficult to use and beings who can control them are extremely rare, the only exception to this would be celestial creatures, who have an innate aptitude to cast them.
- Chronomancy. Time magic is one of the most powerful things there is, capable of pausing a moment in space or simply returning an object's appearance to the moment it was created.
- Spacemancy. Space spells are able to create huge portals capable of swallowing an entire city and transporting it to a place in the middle of the galaxy, however, it is almost impossible for a being to have such power.
- Gravitomancy. Using the forces of gravity itself, these spells can change the force that gravity affects a body, making it lighter, making it easier to move, or heavier, pinning it to the ground.
- Runomancy. It is no secret to magicians that all creatures, beings, and objects are directly affected by the magic of the Global Runes. Runomancy is part of the study in which you use this magic to create powerful effects.
Elemental magic manipulates nature's own energy to produce the desired effect from one or more elements and can create unique effects by combining more than one element. Some provide explosions of fire or lightning, others channel positive energy to heal wounds.
When you are given the ability to cast an elemental spell, you are given access to the Elemental Mystery spell list and you must choose one of the four Primary Elements as your main element. If you are given access to one more element, you must choose a new Primary Element or an element related to an element you already have.
For example, if you have Water as your Primary Element, when you receive a new element, you will have to choose between Fire, Earth, Air, Flora, or Ice.
To have access to a Tertiary element, you must have access to the 2 Secondary elements that form it, for example, to have access to the Metal element, you must have access to Storm and Magma.
In order to gain access to a Transition Element or Shadow Element, you must have access to the opposite element of a Primary Element. For example, if you want to access the Poison or Shadow element, you must have access to the Water and Fire or Water and Shadow elements, or if you want access to the Desert or Dark element, you must have access to the Earth and Wind or Earth and Shadow elements.
When you are granted access to an element, it does not always mean that you will have access to the Mystery of that element, this is only true for the full Caster Classes (Acolyte, Arcane, and Pilgrim) who have reached level 2 in those classes. On the other hand, the reverse works normally, if you are given access to an Elemental Mystery, you are also given access to the element.
If you have more than one element, when using a multielemental spell you must first declare which element will be used. You can only cast an elemental spell that is from an element you have access to.
- Water. This element is present in most environments, however, when close to a body of water, such as a river, lake, or ocean, the element becomes even more abundant. Usually, water spells are more focused on healing and aiding effects.
- Fire. Fire is present a good part of the day, alongside bonfires and fires. Fire is an extremely volatile element, but at the same time, it is also one of the most versatile primary elements, along with water. Usually, fire spells are more focused on damage effects, though it's also used for protection.
- Earth. As the foundation of the entire planet, Earth is present in all terrain, whether it is below or above the sea. Earth is the most stable element and at the same time, less versatile when compared to the other primary elements. Usually, earth spells are more focused on resistance and protection effects.
- Wind. Where you can breathe, is where you can find this element, present in practically every corner of the world, this element becomes the most constant and present in everyday life. It is very common to find Arcanes capable of controlling the Wind, but few are able to master it. Usually, wind spells are more focused on movement and damage effects.
- Flora. In a mixture of Water and Earth, the Flora element is created. This element seeks the conservation and creation of life, facilitating and accelerating growth.
- Ice. In a mixture of Water and Wind, the Ice element is created. Due to its brutal nature, few beings are able to use this element without some kind of ricochet. This element is capable of powerful things, however, it can end up having serious consequences.
- Magma. In a mixture of Fire and Earth, the Magma element is created. This element seeks renewal through destruction, having both healing and aggressive energies.
- Storm. In a mixture of Fire and Wind, the Storm element is created. This element brings personal strength enhancement or the devastation of a location.
- Crystal. In a mixture of Magma and Flora, the Crystal element is created. This element is protective in nature, although it can also have aggressive uses. It creates magical barriers and can negate harmful effects.
- Metal. In a mixture of Magma and Storm, the Metal element is created. This is probably the most versatile and useful element during combat, being able to create strong armor and powerful weapons.
- Blizzard. In a mix of Storm and Ice, the Blizzard element is created. Able to create powerful snowstorms, create ice golems, and even a hut capable of protecting from all the outside.
- Yeti. In a mixture of Ice and Flora, Yeti magic is created. This element is a mystery, few know what it is capable of creating, but those who know it do not seem to have the strength they have. There is no evidence of any being who has studied this element in depth. It is not possible to select Yeti magic as one of your elements.
- Desert. Upon transitioning to the Shadow element, Earth becomes the Desert element. Usually, this element is very common among assassins and spies, being used to exhaust your enemies and to camouflage themselves in the environment.
- Infernal. Upon transitioning to the Shadow element, Fire becomes the Infernal element. This element brings out the worst part of each of its base elements, being completely focused on destruction and devastation, burning everything in its path.
- Sound. Upon transitioning to the Shadow element, the Wind becomes the Sound element. This element assists with the sound control of a location and can increase it exponentially or silence it completely.
- Poison. Upon transitioning to the Shadow element, Water becomes the Poison element. For those who know this element, know that it is much more than just destroying the cells of a creature's body, it can also be used to create powerful effects to increase strength, speed, or even the vision of a creature.
These elements are extremely rare to be found in nature, and those capable of controlling them are even more so. It is a very rare event when an Arcane capable of controlling Light is born. On the other hand, the Shadow element can be found in times of conflict.
- Light. This element is considered one of the rarest of elemental powers and can be extremely versatile, creating prisons of pure light, blinding creatures, throwing protective barriers, or creating a beam of energy capable of crossing the most resistant of walls.
- Shadow. An element created by mixing any opposite element. You can imagine the Shadow element as a sphere of pure darkness.
Among the spells that a caster is able to use, there are elemental spells with the Mystery "any". Any caster who has access to at least one element's spell list can cast spells with this description, gaining access to their spell list.
Each element has a damage type to use for these spells, as described in the "Elements and Damage Types" table. In addition, the “Effects for Spells by Damage Type” table indicates the additional effects that spells with this description cause.
|Elements and Damage Types|
|Element||Damage Type||Material Component|
|Metal||Choose 1 Between: Bludgeoning, Piercing, or Slashing||Hematite (or Pyrite)|
|Effects for Spells by Damage Type|
|Acid||Papers and light leather hit in the area of the spell or within 5 feet of the target, which are not being used or carried, are corroded.|
|Bludgeoning||Each creature affected must make a Constitution save. On a failure, the creature is Incapacitated and its speed becomes 0 until the start of your next turn. Fragile objects, such as glass, in the spell area or within 5 feet of the target break.|
|Slashing: Wind||Objects up to 2,5 kg in the spell area or within 5 feet of the target that are not being used or carried are moved 15 feet back.|
|Slashing: Metal||Each affected creature is unable to heal until the start of your next turn.|
|Eletric||Each creature affected must make a Constitution save. On a failures, the creature have disadvantage on its next attack.|
|Force||Each creature affected must make a Constitution save. On a failure, the creature has -1 AC until the end of your next turn.|
|Cold||Each affected creature has its speed reduced by 5 feet until the end of your next turn.|
|Fire||Fire spreads to corners in the spell area or within 5 feet of the target. It ignites flammable objects that are in the area and are not being used or carried.|
|Piercing: Water||Water spreads to corners in the spell area or within 5 feet of the target. It wets all creatures and objects in the area.|
|Piercing: Metal||Each affected creature receives shallow metal shards from its wounds. A Medicine or Sleight of Hand check is required to remove them. While they are in the target's body, all electrical damage taken deals 1 additional dice of damage.|
|Radiant||Each creature affected must make a Constitution save. On a failure, the creature is Blind until the end of your next turn.|
|Shadow||Inorganic materials hit in the spell's area or within 5 feet of the target age and dry out, taking on a tarnished and aged appearance. Each creature affected must make a Constitution save. On a failure, the creature is Weakened until the end of your next turn.|
|Thunder||Each creature affected must make a Constitution save. On a failure, the creature is Deafened until the end of your next turn.|
|Poison||Each creature affected must make a Constitution save. On a failure, the creature is Intoxicated until the end of your next turn.|
Spiritual magic uses the energy that is present in all things, whether they are alive or not. In some ancient cultures, this energy was known as sho’ma, a concept that for those cultures said that everything has a soul or a consciousness.
- Divination. It reveals information, whether in the form of long-forgotten secrets, glimpses into the future, places of hidden things, the truth behind illusions, or visions of distant people or places.
- Enchantment. It affects the minds of others, influencing and controlling their behavior. Enchantment spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature as if it were a puppet.
- Ethermancy. Control spiritual energy itself. Ethermancy brings with it powerful explosive effects that can create a zone of pure volatile energy that can explode at the mere touch.
- Hemomancy. Contrary to what many may believe, Hemomancy is not just about controlling the blood, but also about controlling a creature's vital energy. It was through Hemomancy that made it possible for the Darkins to be trapped in their weapons.
- Illusion. It deceives the senses or the minds of others. Illusion spells cause people to see things that aren't there, not notice things that are, hear ghostly noises, or remember things that never happened. Some illusions create ghost images that any creature can see, but the more insidious illusions plant an image directly in a creature's mind.
- Invocation. It involves transporting objects and creatures from one location to another. Some summoning spells summon creatures or objects to the caster's side, while others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
- Necromancy. Manipulates the energies of life and death. Necromancy spells can grant an additional pool of life force, drain another creature's life energy, create undead, or even bring the dead back to life. Creating undead through the use of necromancy spells, such as animating the dead, is not a good act, and only evil spellcasters often use such spells.
- Oniromancy. Controls sleep and dreams. By forcing a creature to unconsciousness, Oniromancy can create illusions within the mind of a sleeping creature, or utilize the energy of its dreams to keep mighty beings trapped in an eternal prison of ice.
- Transmutation. Changes the properties of a creature, object, or environment. Transmuting spells can turn an enemy into a harmless creature, increase an ally's strength, make an object move at the caster's command, or enhance a creature's innate healing abilities so that it quickly recovers from injury.
- 'Umbramancey. Control the shadows of the environment, because wherever there is light, there is shadow, and where there is no light… there is also shadow. While in darkness, the effects of Umbramancy are potentially high.
Learning Additional Mysteries
Initially, you only have access to the Mysteries conferred by your Class, Subclass, or other acquired characteristics, such as Enhancements or even Runessences. If you want access to a mystery outside of these characteristics, you can use your time between adventures according to the rule described in Chapter 8: Adventure.
Some Classes, Features, or Origins require that when you cast a spell, you roll an additional effect within a table, be it Purpura Magic or Uncontrolled Yordle Magic.
Some forms of magic are guided by strange rules of reality modification, for this reason, they often violate their own rules and nature, reproducing effects without much sense and connection with the initial intention of the magic.
When an Uncontrolled Yordle Magic effect happens, roll 1d100 to check the table for the effect that happens.