each tenth:

Random Roll Table

1d10 Effect Description Duration (per tenth)
1 +1 forward +1 per tenth on all ability checks 10 min
2 Identify You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. 1 min
3 True Seeing A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. 1 action
4 Clairvoyance You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. 10 min
5 Legend Lore Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
You can ask 1d6 questions
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones" 10 min
6 Temp Attunement Temporarily attune to any magical item within 10 ft (per tenth) and have proficiency with that item. You see all magical items faintly glow as if detect magic were cast.
7 Arcane Eye You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. 1 action
8 Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. (Unlike the spell, the target does not get a chance to save against, however a creature that can see invisible objects sees a luminous orb about the size of a fist) 10 min
9 See Invisibility For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. 1 action
10 Contact Other Plane You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer. 1 min
11 Temp
Proficiency In all skills/saving throws for duration
13 Haste
14 Telepathy You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it. 1 action
15 Comprehend Languages For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. 1 hr

1/10 of a cube:

illuminates strange lettering and ancient runes as druidic illusions. They seem alive, trying to tell you something. Point you in strange directions. Highlighting traps, special NPC, Loot, enemy vulnerabilities

Duration: 1 minute

1/5 of a cube:

glimpses of another world mixed with this world. Filters of colors, strange creatures, a heavy fog, constant rain and snow. Access behind the scenes of reality, while still on Wearth. DcPerc11 immediate vision of something very, very magical. Item, person, or otherwise.

3/10 of a cube:

Ability to temporarily attune to any AI mind.

Duration: 30 minutes

1/2 of a cube:

transports you, physically, to a realm of faerie creatures and Elementals. Different moons, stars, and sky. You can explore this world for as long as you can stand the insane pressure behind your eyes. DcCon15 or 2d10 dmg. 0hp = back to normal with reset hp, but one point of exhaustion

1 cube:

0hp, but while making saving throws, you commune with the gods. You in a room of infinite tables. Most of which are dark and unused. One, however, is crowded by unwearthly beings. The gods. You can commune with them. Join them. They are betting, throwing ice cubes into the table. You are one of them. Accepted. You. Are. A. God.

Upon return to Wearth, you have unlimited inspiration and access to every spell of any class.

Duration: 1 day