Magical effects from each school rewrite reality in a different way. You regain your lowest-level expended spell slot. For the next day, you are in the Border Ethereal near the location you were last in. While this table works fine, some players find 50 options to be inadequate. Your size shrinks by 1d4 feet for 1d4 hours. Disappointing. 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. You gradually return to your original weight over the course of 1 day. All spells you cast within the next minute automatically fail. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. If the roll is even, you grow. You cast disguise self and appear as the nearest humanoid to you you can see. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. Just like any NPC you could roll up, these are creatures with their own motives and goals. Potion of Wild Magic. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. While its not necessarily canon, you could say that their intense emotions give them a more natural hold over the surges, explaining why the effects are seemingly much less random than those of a sorcerer. Whenever you try, pink bubbles float out of your mouth. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. 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). A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. A d10 becomes a d8, then a d6, and then a d4. Such creatures gain. until 1d4 rounds later. View/set parent page (used for creating breadcrumbs and structured layout). On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. You lose concentration on any spells you are concentrating on, and an. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. All allies within 20 feet of you heal up to 3d8 hit points. Beginning at 18th level, the harmful energy of your spells intensifies. Your eyes permanently change color. Thus, the Wild Magic Surge table plays a prominent role in my campaign. If you drop to 0 hit points, your pot breaks, and your form reverts. Of course, the main draw is that they have a chance of rolling a magical effect whenever they cast a spell. 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. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. Spells, then, can be thought of as ways of tapping into that Weave, connecting a spellcaster to it (sometimes via another conduit, like a warlocks patron) and shaping it into the desired form. A gentle gust of wind blows outward from you. If you want to discuss contents of this page - this is the easiest way to do it. You gain, You permanently forget one cantrip. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. The power of your magic is strong! Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. You gain truesight out to a range of 60 feet for the next minute. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. 5-6. You gain two spell slots at your second-highest level for 1 week. You recover 1 expended spell slot of your choice. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. You see briefly into the future. Applying the oil takes 1 minute. You regain hit points equal to the sum of the necrotic damage dealt. 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. Their stats are then determined by their level and the type of spell they are. 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. Choosing a monster affiliated with your deity and gaining one of its abilities. 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. of yourself appears within 20 feet of you. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. How about the barbarian? You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. You develop an allergy to any magic near you. You hear a ringing in your ears for 1 minute. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. 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. 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. Cool list! Expired Healing Potion. 0903 Caster finds a potion that can instantly cause his death . 905. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. Also, as Bloodcinder pointed out in a comment, this is an optional rule. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 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. You gradually return to your original height over the course of 1 day. Click here to toggle editing of individual sections of the page (if possible). Your hair falls out but grows back within 24 hours. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. Whenever a spell is cast within a wild magic zone, a DM can cause one of a few things to happen. When drunk, a creatures Strength score is increased to 23 for 1 hour. The rules are unchanged. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to, For any spell that requires a saving throw you cast within the next minute, the target gains. For the next hour, any time you make an ability check, roll 1d6 and add the result. For more information, please see our This homebrew does not modify the Wild Magic Sorcerer origin. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. For the next day, any time you make an ability check, roll 1d6 and add the result. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. All New Wild Beyond the Witchlight Magic Items. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. My DM made contacting the chosen god of my PC the d10000 wild magic table. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. Failed Concentration: When a caster fails a concentration check, and thereby loses a spell, some of the spell's energy escapes in a wild magic surge.. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. During this time, you must succeed on a. There are, naturally, a million ways you could go, but when you focus on the characters perception of their own powers, you give yourself a huge jumping pad for further character exploration. For the next hour, any spell you cast does not require a somatic component. For the next minute, you are unable to cast any spell that causes damage of any type. You go back to your regular bodies at the end of your next turn, if the body is still alive. This actually tells us something pretty interesting about wild magic. Readying a spell. Mythic Odysseys of Theros. Class Archetype - Wild Magic Wild Magic Surge - Level 1. Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . For the next day, everything you say must rhyme. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. All the rations you are carrying turn to soap. The options largely fall into four categories: harmless sensory effects that present an interesting roleplaying opportunity or maybe a small inconvenience, a sizable mechanical benefit, a serious mechanical drawback, and something that could be good or bad depending on where youre standing or who the effect targets. 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. 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. Of course, in 5e, the most common examples of this concept show up in subclasses. The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. Click here to edit contents of this page. A spell such as. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. When drunk, a creatures Strength score is increased to 29 for 1 hour. You gain the ability to breath water for 1 day. Unless otherwise stated, the content of this page is licensed under. If you die within the next minute, you come back to life as if by the. 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! If the spell is a spell of 1st level, you still must expend a spell slot to cast it. When a sorcerer casts a spell, after the spell is cast, roll d20. All this said, part of the problem with the way Wild Magic is presented in the handbook is that the Wild Magic Surge table is too small. However, most of the results are new and this table has undergone moderate playtesting in my groups. Your body and all your gear take on a glassy appearance for the next minute. You sprout tiny fairy wings from your shoulders. Bobbing Lily Pad. The invisibility ends if you attack or cast a spell. It turns to snow 1 minute later. Check out how this page has evolved in the past. You are resistant to all damage types for 1 minute. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. You immediately gain 15 temporary hit points. Well, there is actually some huge precedence laid out for Living Spells in 5e. Your weight changes by a number of pounds equal to the roll. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. Roll a d10. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. When drunk, a creature can breathe underwater for 1 hour. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . You immediately make an unarmed strike against a random creature within 5 feet of you. View/set parent page (used for creating breadcrumbs and structured layout). For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. For the next minute, you can see any invisible creature if you have line of sight to it. All the coins you have on your person fall to the ground at your feet. Make a, You are protected from Elementals for 1 hour. 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). I'd argue a lot of the added effects seem to be negative. All creatures within 40 feet of you can feel it, but it otherwise does nothing. You gain a random form of short-term madness (see the Dungeon Masters Guide). View wiki source for this page without editing. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. Wild shape says: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. If you die within the next minute, you immediately come back to life as if by the. 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. This item fits the fairytale aesthetic a little bit more than some of the other magical items, but this Rose is a lot deadlier than most. appears hovering in front of you expectantly, only visible and touchable by you. You immediately lose all unspent sorcery points and may not regain them until you have finished a. For the next day, you gain proficiency in all skills that you are not already proficient in. If you want to play a character with access to wild magic, its important to consider their relationship to that mysterious force. Wild Magic Table 5e : dnd Guide. However, they do not follow the rules of magical item creation. Cabbages sprout abundantly within a 30' radius. Top 10 highest rating potions. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. 5. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. Both effects will apply. The coated item has a +3 bonus to attack and damage rolls for 1 hour. For one minute, you glow with bright light in a 30-foot radius. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. on a random creature within 60 feet of you. Find out what you can do. Uncommon. This alone mitigates the risk so that more players might be willing to accept it. Next turn caster takes no action, vomits 1d100 SP. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. 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. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute.