A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. 6. Your hair falls out but grows back within 1 day. For the next minute, you gain resistance to fire and cold damage. You can do so after the creature rolls but before any effects of the roll occur. When drunk, a creature can breathe underwater for 1 hour. For the next minute, you regain 5 hit points at the start of each of your turns. If you drop to 0 hit points, your pot breaks, and your form reverts. 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. For the next minute, you gain resistance to poison and psychic damage. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. The invisibility ends on a creature when it attacks or casts a spell. Both effects will apply. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. 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. Roll a d10. We trust you, as the DM, to come up with suitable solutions. Plenty of the results also become more or less useful, problematic, or interesting based on context, which is fun and, I think, the big reason why this is such a popular subclass. Your weight changes by a number of pounds equal to the roll. I'd argue a lot of the added effects seem to be negative. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. The official wild magic surge table is found in the Player's Handbook. Its easy to imagine the weave as an exceedingly complex system of pipes. Please enable JavaScript to get the best experience from this site. You break your attunement with 1d3 of your magic items to which you are attuned. You let out a loud, thunderous belch that replicates the effect of a 1st-level, Up to 3 corpses within 30 feet of you rise as. Once you do so, you must finish a long rest before you can use this feature again. I know, that within the context of an RPG, this might seem pretty trivial, but if you take a step back, this is akin to the power of a lesser deity. When drunk, a creatures Strength score is increased to 29 for 1 hour. The potion is considered as very rare, and quite valuable. 19. Perhaps you were blessed by a powrful fey . You can't speak for 1 minute. Your hair grows to double its current length over the next minute. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. Your non-magical items change to fit your new form. Potion name generator . You cant speak for the next minute. Ive been running 5e for a little over a year. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. Immediately gaining a multiclass level in cleric or warlock. You cast magic missile as a 5th-level spell. On a success, you vomit and the effect ends. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. You are immune to intoxication for the next 5d6 days. The Wowhead Client is a little application we use to keep our database up to date, and to provide you with some nifty extra functionality on the website! Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. Click here to toggle editing of individual sections of the page (if possible). This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. If you die within the next minute, you immediately come back to life as if by the. 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. It depends on your DM. Just like any NPC you could roll up, these are creatures with their own motives and goals. A character who fears the powers they are connected to could make for someone very timid. All the rations you are carrying turn to soap. You regain 5 hit points per round for 1 minute. I should've checked here before making my own (see below)Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? Spells cost additional bonus round cast time. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage as magic lashes out in retribution. Check out how this page has evolved in the past. Well, there is actually some huge precedence laid out for Living Spells in 5e. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. You immediately take 1d10 radiant damage. Potion of Animal Friendship. For the next day, any time you make an ability check, roll 1d6 and add the result. When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). You control it on its next turn, and it controls you on your next turn. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. This actually tells us something pretty interesting about wild magic. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. You cast Tashas hideous laughter on the nearest creature to you. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The spell fails to take effect. All creatures within 30 feet of you must make a. You are frightened by the nearest creature until the end of your next turn. They can choose to spend 2 sorcery points (4 / 2 = 2) to reduce the size of the dice to 5d8 (range of 5-40), 4 sorcery points to reduce the dice to 5d6 (5-30), or 6 sorcery points to roll 5d4 (5-20). Likewise, different areas have different wild magic tables. Two full moons. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. The cats vanish after the characters next long rest. If you fail the saving throw, you turn into a sheep for the spells duration. You sprout tiny fairy wings from your shoulders. Your age changes by a number of years equal to the roll. Your characters are always yours to play as you choose, but that doesnt mean we cant offer a few tips and tricks to create much more effective storytelling at the table. You teleport up to 60 feet to an unoccupied space that you can see. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. You lose proficiency on all skill checks for 1 minute. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. Do you mean feather fall? You immediately gain 10 temporary hit points. You lose proficiency in all skill rolls for 1d4 hours. If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour. You are vulnerable to Beasts for 1 hour. For one minute you have resistance to all damage. You are under the effect of a slow fall spell until they disappear after 1d8 days. If there is no creature within range, you target yourself. Iggwilv's Cauldron. For the next hour, any time you make an ability check, roll 1d6 and add the result. You can't cast a spell from an item in beast form, nor use anything that requires speech or a body part that your beast form doesn't have. Whether this means using that energy to shoot fireballs from their fingertips, read the future, bind powerful entities to their will, resurrect the dead, or any number of other feats ranging from the profound to the profane, it is up to the spellcaster and their knowledge of their craft. General Wikidot.com documentation and help section. Princes of the Apocalypse. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The different grades of healing potions heal for . The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. Naturally, their abilities are much more connected to their status as brutal warriors, forging magic weapons, creating difficult terrain, allowing the barbarian to teleport, and more. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. Pokmon TCG's 5 Best . Teleport up to 60 feet away to unoccupied space. You become poisoned until you use your action to make a DC 12 Constitution check. Of course, in 5e, the most common examples of this concept show up in subclasses. You grow a third eye in the center of your forehead, increasing your perception skill by 2. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?". For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. Creature gains the effect of a freedom of movement spell for 8 hours. 77-78. Notify administrators if there is objectionable content in this page. While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. Target is not affected, TEMPORAL HICCUP take an additional action immediately, TEMPORAL SKIP lose next action, bonus, and reaction, GRAVITY WELL Encumbrance triples for 1d6rds within 30ft, MAGIC SURGE AOE creatures within 30ft take, LIFEFORCE ABSORPTION each creature within 30ft takes 1d10necrotic and caster gains temp hp equal to total damage dealt, TIME SLOW FIELD 30ft AOE to everyone but caster, WEAPONS BECOME ETHEREAL AOE 30ft for 1d10rds, MAGICAL STASIS incapacitated and immune for 1d10rds, DISARM all creatures within 30ft with STR contest vs DC 12, LUCKY next ability/attack is a Natural 20 or an Advantage, UNLUCKY next ability/attack is a Natural 1 or at Disadvantage, TRANSPOSITION everyone within 60ft random switches position with each other, TEMPORAL REWIND all actions this round by anyone acting after the caster within 120ft must be rerolled and second roll must be taken, FACE OTHER DIRECTION AOE affects all creatures within 30ft, RETCHING VOMIT, lose all actions until end of round, DISENTEGRATING ITEM random non-magical item, ECTOPLASMIC GOO spontaneously appears on things within 10ft. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. All silver you are carrying is now copper. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. 904. Table: Revised Wild Magic Surge d20/d100 1-3/Extreme 4-9/Moderate 10-20/Nuisance 1: A fireball explodes with you at the center. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. If he can reseal the hole, great. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. Actually, its probably a bit more accurate to say that these are wells. 3-4. Way back in that Twitter thread, I talked about the function of totems as 4e magic items. 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. Your height changes by a number of inches equal to the roll. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. So the next roll is a 1 or a 2. Cast time: 3 sec. Find out what you can do. Something does not work as expected? Instead, they simply talk about an ability to access the raw forces of magic. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? This sense can be restored with a spell that removes curses such as. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You and anyone within 10 feet of you must make a. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Whenever you try, pink bubbles float out of your mouth. A simulacrum of yourself appears within 20 feet of you. 3. You might want to proof-read your comments before posting them. You have a fit of hiccups. When you try, pink bubbles float out of your mouth. For the next minute, you regain 5 hit points at the start of each of your turns. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). For example: A wild magic sorcerer who triggers a wild magic surge when casting a 4th-level spell would roll 5d10 for a possible result of between 5 and 50 on the table. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Each creature within 30 feet of you becomes invisible for the next minute. So the next roll is a 1 or a 2. Your speed is increased by 10 feet for 1 minute. Potions for healing. Until you trim them, your. You lose your proficiency bonus for the next minute. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. Second, they can produce unpredictable magical effects all on their own. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. During this time, you must succeed on a. That's very odd. 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. Essentially, these spells are infused with the raw power of a wild magic zone and function completely on their own. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! According to the DMG, items activate by one of . Some may even have the necessary intelligence to question their existence, making for an interesting philosophical experience at the game table. You immediately take 2d10 psychic damage. Perhaps a backfiring healing spell actually heals an enemy. The next spell you cast within the next minute that does damage, the damage is maximized. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. Your body (none of your clothing or gear) teleports 10 feet in a random direction. Your speed is increased by 10 feet for 1 day. Your skin turns a vibrant shade of blue. A random creature within 60 feet of you is. Potions are like spells cast upon the . See pages that link to and include this page. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. During the next hour, you must make an, You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered. controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. To roll for a wild magic surge, roll a number of d10 equal to the spells level + 1, and compare the total result to the Weird Wild Magic Surge table below. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. This crafting method can only create the base potion for healing (2d4+2 returned hit points). If you drop to 0 hit points, your pot breaks, and your form reverts. Reddit and its partners use cookies and similar technologies to provide you with a better experience. From the perspective of everyone else, you cease to exist during that time. Until you can change and/or clean your clothes, your. PASSWALL randomly appears until the first, RESURRECT the last creature that died within 30ft, MAGICAL DISRUPTION Dispel Magic AOE within 30ft, EMPOWERED MAGIC all magic within 30ft work with advantage/disadvantage benefiting the spell effects within 30ft, ELEMENTAL POOL 10ft radius appears within 30ft, FLASH of LIGHT and a colorful puff of smoke. However, a Moon-Touched Sword lacks other major combat benefits. You become affected as if you just drank a philter of love. You are at the center of a 10-foot radius, For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. The power of your magic is strong! When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Click here to edit contents of this page. You regain your lowest-level expended spell slot. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. You immediately lose one unspent sorcery point. An eye appears on your forehead for the next minute. You see briefly into the future. All creatures within the pattern must succeed on a, You permanently gain one 1st-level spell slot but forget one cantrip that you already know. For the next hour, any spell you cast does not require a somatic component. A divination spell, for example, probably has higher intelligence or wisdom, while something like Bigbys Hand or Lightning Bolt would have higher physical stats. Such creatures gain. For 2d6 days, you glow bright yellow. 2. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. Spellcasters may take ranks in the Wild Magic skill to mitigate some of the randomness, and this provides a path towards learning new feats to gain even more control. When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. Gnats buzz around your head for 1 minute, distracting you. If the result is 1, roll on the Wild Magic Surge table. the wild mage soaked in the process. Privacy Policy. So, with the idea in mind that wild magic can be so much more than the options contained within the sorcerer wild magic table (and that published 5e adventures explicitly give DMs permission to make up their own wild magic surge results), we thought wed take a crack at our own. You teleport to an alternate plane, then return to the location where you started after 1 minute. Wild Magic edit. Save my name, email, and website in this browser for the next time I comment. Oil of Sharpness. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. If the roll is odd, you get younger (minimum 1 year old). This concept is great, but it basically just says that you have uncontrollable powers from some strange force. The leg then falls off, causing you no damage. This represents the Wild Magic building inside you. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. It is hostile to them, vanishing after 1 minute. appears hovering in front of you expectantly, only visible and touchable by you. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. My immediate response to this was the table needed to be rebuilt almost from scratch. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. They vanish after 1 minute. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You turn into a potted plant until the start of your next turn. You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. They vanish after 1 minute. You are immune to being intoxicated by alcohol for the next 5d6 days. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. When drunk, a creature gains resistance to all damage for 1 minute. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. If it doesnt, you take 1d6 psychic damage. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. This has no effect if you were not standing on the ground when the spell was cast. All spells you cast within the next minute automatically fail. A gentle gust of wind blows outward from you. Ingredients: Cat's tongue, Quipper Scale. Append content without editing the whole page source. You are surrounded by faint, ethereal music for 1 minute. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. If the roll is even, you get older. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. During that time, other creatures cant hear you. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Spells that use wild magic are given the Wild descriptor.