A random creature within 60 feet of you is. One of the things that Scott and I talk about a lot and incorporate readily into games we play that arent D&D 5e is the idea that magic should feel well, magical. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. An eye appears on your forehead for the next minute. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. You turn into a potted plant until the start of your next turn. Your size decreases by one size category for the next minute. For the next minute, you can see any invisible creature if you have line of sight to it. All creatures within 40 feet of you can feel it, but it otherwise does nothing. Check out my magic items! For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. Enshrouded objects are considered, You are protected from Undead for 1 day. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. Such creatures gain. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. If you die within the next minute, you immediately come back to life as if by the, UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls, MAGIC MISSLES hit nearby targets (5 missles), QUICKENED SPELLS cast times for 1action are 1bonus (10rds), MAXXED SPELLS max effects and damage (10rds), CAN'T SPEAK permanent (may be dispelled/remove curse), ALL FLAMMABLE OBJECTS ON PERSON BURST INTO FLAMES, FRIGHTENED by nearest creature until end of next turn, TARGETS ARE RANDOMIZED within 30ft of magic source, REJUVENATED (equivalent of long rest except for hp adjustment), SPELL FURCATION spell affects all creatures within 60ft of target. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. If there is no creature within range, you target yourself. You immediately take 2d10 psychic damage. It would seem that it exists as almost a back current to all magic in the multiverse. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. See pages that link to and include this page. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. You automatically succeed on the next saving throw you make within the next minute. Good or bad (or just plain weird), Wild Magic surges are memorable. For the next minute, you must shout when you speak. You cast disguise self and appear as the nearest humanoid to you you can see. You teleport to an alternate plane, then return to the location where you started after 1 minute. You immediately take 1d10 radiant damage. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. For starters, there are different grades of healing potions as presented by the Player's Handbook. 55. The effects of the potion occur immediately. 2023 Wizards. Each creature within 30 feet of you takes 1d10 necrotic damage. A gentle gust of wind blows outward from you. However, if they dont like the result of the roll, they can roll again, but they must add another d10 to the pool and reroll all the dice. It depends on your DM. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. However it came to be, this chaotic magic churns within you, waiting for any outlet. You gain the ability to speak one language of your choice for 1 day. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. The reasons are clear: I created a couple NPC wild-magic sorcerers, and even in these cases, the players dont want to be around these characters. You cast polymorph on yourself. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. Our first exposure to this strange energy was in wild magic zones. You levitate 6 inches off the ground for 1 minute. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Second, they can produce unpredictable magical effects all on their own. You cast Tashas hideous laughter on the nearest creature to you. This actually tells us something pretty interesting about wild magic. Do you mean feather fall? You transform into an iron statue of yourself for 1 minute, during which time you are considered. You gain truesight out to a range of 60 feet for the next minute. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. 1-3 (15%) is the first column (extreme), 4-9 (30%) is the middle column (moderate), and 10-20 (55%) is the third column (nuisance). This represents the Wild Magic building inside you. Your skin turns a vibrant shade of blue. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. You may notice that some effects dont 100% align with every spell in 5e. You feel lucky. Something does not work as expected? Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. Wikidot.com Terms of Service - what you can, what you should not etc. Thus, the Wild Magic Surge table plays a prominent role in my campaign. If you fail the saving throw, you turn into a sheep for the spells duration. You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! The coated item has a +3 bonus to attack and damage rolls for 1 hour. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. In fact, the Wild Magic Surge table, which well cover in a bit, comes from one of these subclasses. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. Also, you may be wondering just what the hell a sentient spell even is. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. My DM made contacting the chosen god of my PC the d10000 wild magic table. 31. The point of this isnt just for your players to have fun; its for you to flex your DM muscles and experience a bit more chaos at the table than you might be used to. Please enable JavaScript to get the best experience from this site. Such creatures cannot attack you or harm you unless they succeed on a. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). A coil of 50 feet of hempen rope immediately appears and ties you up. You can't speak for the next minute. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. Choose 1 permanent or triggered effect that has happened to you or somebody else that youve received from this chart and remove it, even if it was beneficial. 906. Wikidot.com Terms of Service - what you can, what you should not etc. You lose the ability to see for 1 day. Chromatic Rose. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Instead, they simply talk about an ability to access the raw forces of magic. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. Except the thing is so fucking chaotic and harmful that if you like your PC even in the slightest its not at all worth invoking it. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. Your hair falls out but grows back within 1 day. Your size increases by one size category for the next minute. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. You regain hit points equal to the sum of the necrotic damage dealt. You grow a third eye in the center of your forehead, increasing your perception skill by 2. 6. These options are significantly weirder and more dangerous than those found on the standard wild magic table. https://www.dandwiki.com/w/index.php?title=Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)&oldid=1649697, A fireball explodes with you at the center. It was a rocky start but I had a blast and now, the better part of a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a living, which iswild. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. Once they hit 14th level, they even get to exert a bit of control over the wild magic effects they can produce, rolling twice and choosing the effect thats more beneficial in their situation. The rules are unchanged. If you drop to 0 hit points, your pot breaks, and your form reverts. Each creature within 30 feet of you becomes invisible for the next minute. I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely. 0905 Caster finds a potion that can turn him into an invisible cat . You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. You regain all expended sorcery points. Shaking the bottle fails to interrupt this process. Potion of Wild Magic. If you fail the saving throw, you turn into a sheep for the spells duration. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. For the next minute, you must shout when you speak. But more than just the forces of chaos as described in the Players Handbook, magic also comes from nature, from life, and even from death. But what happens when this process goes wrong? The weave, at its core, is a way of taming the raw and chaotic nature so that we can cast spells and use precise abilities. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . Think of Rogue from X-Men or Elsa from Frozen. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. So it is with magic. Also, as Bloodcinder pointed out in a comment, this is an optional rule. From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. You gain the ability to speak with animals for 1 day. If the roll is even, you gain it. You lose the ability to smell for 1 hour. During that time, other creatures cant hear you. Or your magic could be a fluke of your birth, with no apparent cause or reason. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. For the next hour, you appear to others to be the opposite gender. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. A character who fears the powers they are connected to could make for someone very timid. A potion or oil can be used only once. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. Next turn caster takes no action, vomits 1d100 SP. I ran the scenario twice, and in the second session, the player who picked that character wanted the randomness and we ended up having a lot of fun with it. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You regain hit points equal to the sum of the necrotic damage dealt. It lets the wielder bypass Resistance to nonmagical attacks. Mythic Odysseys of Theros. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 905. Most fights are easily won with Sleep anyway. Your clothes become dirty and filthy. A spell such as, You are surrounded by a faint, pleasant odor. You can picture this as a blast of arcane energy pouring out of these warriors hearts and unleashing a particularly nasty brand of chaos on the battlefield. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. The cats vanish after the characters next long rest. This damage cant reduce your hit points below 1. Such creatures cannot attack you or harm you unless they succeed on a, For the next minute, you have double vision. For the next minute, you gain resistance to fire and cold damage. Uncommon. Both effects will apply. Beginning at 18th level, the harmful energy of your spells intensifies. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. Roll a d10. Unless otherwise stated, the content of this page is licensed under. Sight-based creatures gain a -1 penalty on attack rolls against you and, Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Summoning can be problematic in 5E D&D and I think there's a better way of handling it but overall this is nicely done. So the next roll is a 1 or a 2. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. When a sorcerer casts a spell, after the spell is cast, roll d20. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. Iggwilv's Cauldron. When drunk, a creatures Strength score is increased to 23 for 1 hour. The invisibility ends on a creature when it attacks or casts a spell. Best Dungeons & Dragons One-Shots For People New To D&D 5e. The Chromatic Rose is a unique magic item. You are vulnerable to Aberrations for 1 hour. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. During this time, you have the. You are immune to intoxication for the next 5d6 days. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Cool list! Reddit and its partners use cookies and similar technologies to provide you with a better experience. This lasts for 1 minute. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Your pants fall down. For the next minute, you regain 5 hit points at the start of each of your turns. Check out my blogfor homebrew D&D stuff and other projects! In fact, as mentioned above, both the nature of the spellcaster and the place in which the surge is occurring can have an effect on the results of a wild magic surge. Notify administrators if there is objectionable content in this page. You cast fly on a random creature within 60 feet of you. You recover your lowest-level expended spell slot. Two full moons. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. If they are a blue or grey shade, they turn dark brown, or vice versa. View/set parent page (used for creating breadcrumbs and structured layout).