Legolath's Weird Wildball
(Invocation/Evocation, Wild Magic)

Range:  10 yards + 10 yards per level
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  3
Area of Effect:  20-foot radius
Saving Throw:  1/2

Legolath's weird wildball is identical to a fireball in all respects, except that the elemental type it is based on is different with each casting. Those creatures that are particularly susceptible to the various elemental types take double damage; normal damage if they make their saving throw - those that are particularly resistant take half damage, none if the saving throw is successful (unless the monster description suggests another method for handling attacks like this). Roll on the following table for elemental type. Remember to roll for a wild surge besides any strange effects that may happen due to this spell.
For the wildball's results, roll on the following table:

	D20 Roll	Wildball Result
	1	Fire.
	2	Magma (use only half the # of dice, but the magma sticks: each round it does one less die of damage until it is at 0) - this is nasty versus things that don't like fire or heat, taking an extra hit point of damage each round.
	3	Earth (-1 to all dice of damage, but it also knocks the victim prone: must spend next round getting up and re-oriented) - nasty versus air elemental creatures.
	4	Ooze (victim cannot breathe normally the next round, not harmful but prevents spellcasting that requires verbal components) - only particularly nasty versus breathing creatures (this is not a double damage case. Like many of the others this will generally only affect creatures that breathe but does not do double damage).
	5	Water (use only half the number of dice, the victim is drenched afterwards if he fails his saving throw: watch those paper items) - again, only particularly nasty versus breathing or fire-based creatures (imagine casting it at people in a pit and getting this) - this is a double damage case, versus fire.
	6	Ice (normal damage, but of course the specifics will differ) - nasty versus things that don't like cold.
	7	Air (use only half the number of dice, victim is knocked prone and must spend next round getting up and re-oriented) - nasty versus earth elemental creatures.
	8	Smoke (no damage, but it is hard to breathe: -2 to attack and damage, spells with verbal components have 30% chance to fail - the smoke stays in the area like a stinking cloud, 1 round per level) - only nasty versus breathing creatures, really.
	9	Radiance (not as hot as fire, it does only 1 point of damage per level of the caster - those that save are outlined as by a faerie fire, those that do not are blinded as by a light spell) - nasty versus sighted creatures.
	10	Ash (not as hot as fire, it does only 1 point of damage per level of the caster - same affect as smoke otherwise but only for that round and the next - the ash falls off) - nasty versus breathing creatures (fire elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD).
	11	Minerals (normal damage, all metallic weapons and armour are raised by +1 for 1 turn by the temporary exposure to the pure element).
	12	Dust (does only 1 point of damage per caster level, all metallic weapons and armour are drained by -1 for 1 turn by the temporary exposure to this plane, also affects as smoke for the remainder of this round) - nasty versus breathing creatures (earth elementals take normal damage, as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD).
	13	Steam (-1 to all dice of damage, the victim is drenched afterwards if he fails his saving throw, but in this case the residual heat makes it evaporate quick).
	14	Salt (use only half the number of dice, all liquid items on the victim must save whether he does or not or be dried up) - nasty versus water-based and moist creatures (especially amphibians) (water elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD).
	15	Lightning (does normal damage).
	16	Vacuum (does half damage) - nasty versus breathing creatures, others still take damage because of the slap when the air rushes back in (air elementals take normal damage as their very fabric is weakened by exposure to this, 1% chance per 5 levels of the caster that the elemental will be drained 1 HD).
	17	Positive Energy (heals the amount of damage rolled) - hit points can go to up to twice the maximum (temporary gain, 1 turn, damage comes from these hit points first), but if the victim exceeds this he explodes.
	18	Negative Energy (does double damage to all but undead, save for only "normal" damage) - if victim is slain by this he turns into a free-willed ju-ju zombie with 3+12 HD.
	19	Roll again ignoring 19's and 20's - the spell effect takes a 10-foot radius (not 20-foot) on victim and caster - both suffer only half damage.
	20	Spell affects random person (if cast on a person) or object (if cast on an object) within 50 yards of the caster (roll again to determine exactly what kind it is, ignoring 19's and 20's).

The material component is a wonderstone (a stone of many colours all mixed together, probably sedimentary, and not really all that wonderful).

