If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. You cast disguise self and appear as the nearest humanoid to you you can see. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. The column slowly lowers into the ground 1 minute later, leaving no trace of it. Each creature within 30 feet of you becomes invisible for the next minute. The effect ends after exhaling fire 3 times, or after 1 hour. You can also check out our full guide to spellcasting. However it came to be, this chaotic magic churns within you, waiting for any outlet. For starters, there are different grades of healing potions as presented by the Player's Handbook. The leg then falls off, causing you no damage. 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. You become poisoned until you use your action to make a DC 12 Constitution check. on a random creature within 60 feet of you. Both the wild magic sorcerer and the path of wild magic barbarian have abilities that reflect this chaotic side of the Weave. 34. The results range in impact from harmless sensory effects, like the casters skin instantly turning blue, to high weirdness (how about summoning a random number of Flumphs?) Creative Commons Attribution-ShareAlike 3.0 License. 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. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Their stats are then determined by their level and the type of spell they are. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. appears hovering in front of you expectantly, only visible and touchable by you. But what happens when this process goes wrong? 77-78. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. From the perspective of everyone else, you cease to exist during that time. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. You permanently gain one cantrip. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. Randomness and uncertainty are a part of why people play D&D. And if you don't hit that the DC becomes 3, and so on and so forth. Your weight changes by a number of pounds equal to the roll. You gain two spell slots at your second-highest level for 1 week. You must make a. Unless otherwise stated, the content of this page is licensed under. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. You are protected from Beasts for 1 day. The effect ends early if the creature makes an attack or casts a spell. 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. A potion is a magic liquid that produces its effect when imbibed. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. Teleport up to 60 feet away to unoccupied space. Perhaps you were blessed by a powerful fey creature or marked by a demon. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. Perhaps you were blessed by a powrful fey . 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. Spells cost additional bonus round cast time. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. The flock disappears 1 minute later. Dust of Corrosion. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. Even though that random occurrence may be beneficial. Ornithopter of Flying. You are vulnerable to Celestials for 1 hour. Surely they must give us some idea of how wild magic really works, right? Unless otherwise stated, the content of this page is licensed under. You are resistant to all damage types for 1 minute. You recover your lowest-level expended spell slot. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. That doesn't exist. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. 903. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . You are immune to intoxication for the next 5d6 days. If you cast a spell with a saving throw within the next minute, the target gains. If the result is 1, roll on the Wild Magic Surge table. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. You lose 1d6x5 pounds. You may notice that some effects dont 100% align with every spell in 5e. Lots of rolling on the Wild Magic Surge . You see briefly into the future. These sapient, hyperdimensional cats have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. 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. Actually, its probably a bit more accurate to say that these are wells. You immediately gain 10 temporary hit points. It turns to snow 1 minute later. If the roll is even, you gain it. Your size increases by one size category for the next minute. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. When you cast a spell of 1st-level or higher roll a d20. Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. 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. General Wikidot.com documentation and help section. You can read our full breakdown of the schools of magic, as well as the history of magic in Dungeons & Dragons here. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. You are immune to being intoxicated by alcohol for the next 5d6 days. OoA. For the next minute, any creature you touch takes 2d6 lightning damage. . 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 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. Find out what you can do. That means a surge for every single spell, if she has used the feature. You regain all expended sorcery points. Permanently decrease a different ability score of your choice by 1 point. The power of your magic is strong! 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. Because of this, these subclasses actually tell us a lot. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. A random creature within 60 feet of you becomes poisoned for 1d4 hours. It takes an action to pick up 100 scattered coins. 33. If the roll is even, you get older. You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. This does the job but there's some . 905. Below is a small table to determine which effects might happen. Effect. You are protected from Celestials for 1 day. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. How about the barbarian? Roll a d10. Your feet and hands disappear. Save my name, email, and website in this browser for the next time I comment. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. The power of your magic is strong! The next spell you cast within the hour uses a slot level one level higher than what it normally requires. You are confused for 1 minute, as though you were affected by the. 904. A simulacrum of yourself appears within 20 feet of you. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Readying a spell. Your non-magical items change to fit your new form. 31. It is the 5etools platform of choice for VTT integrations. This sense can be restored with a spell that removes curses such as. We trust you, as the DM, to come up with suitable solutions. Such creatures gain. Eldritch Staff. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Your innate magic comes from the wild forces of chaos that underlie the order of creation. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. You hear a ringing in your ears for 1 minute. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. Magic in the world of Dungeons & Dragons takes many forms, but it almost always boils down to the ability of an individual, item, or entity to harness the ambient energy of the universe and bend it to their will. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. 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. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. Creature gains the effect of a freedom of movement spell for 8 hours. No. 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. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. Perhaps you were blessed by a powerful fey creature or marked by a demon. You cast Tashas hideous laughter on the nearest creature to you. Your skin turns a vibrant shade of blue. If not, the result is a Chaos Burst. For more information, please see our 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. In the Forgotten Realms setting, there is a key distinction drawn between the two main origins of magical power; arcane magic (such as is practiced by wizards and bards) is known as the art and stems from an understanding of words of power or intricate rituals that access the ambient energy directly and divine magic (like that which is used by clerics, paladins, and druids), which draws power from a greater entity like a god or even nature itself. You then regain the use of this feature. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. PoA. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). You become colorblind until your next long rest. 3. Your speed is increased by 10 feet for 1 day. You glow with bright light in a 30-foot radius for the next minute. Top 10 highest rating potions. When drunk, a creatures Strength score is increased to 27 for 1 hour. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. of yourself appears within 20 feet of you. You grow a third eye in the center of your forehead, increasing your perception skill by 2. 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? 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. 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. A potion or oil can be used only once. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. This name generator will give you 10 random names for potions, elixirs and other concoctions. Potions of Healing cost half of a Magical Item of the same rarity. You immediately lose all unspent sorcery points and may not regain them until you have finished a. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. Each creature within 30 feet of you takes 1d10 necrotic damage. Check out my magic items! 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! Roll a d10. 7. In the guide I linked to above, I give an explanation of how to create your own living spells. These spells can be broken down into eight categories or schools: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, and Illusion. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. Such creatures gain, For 2d6 hours, you have a faint pink glow. You transform into a stone statue of yourself for 1 minute, during which time you are considered. Anyone trying to perceive you has advantage on their. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. 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. So the next roll is a 1 or a 2. It turns to snow 1 minute later. The different grades of healing potions heal for . You are restrained. You immediately take 2d10 psychic damage. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. Most players dont like unpredictability. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. Maximize the damage of the next damaging spell you cast within the next minute. Two full moons. 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. If you die within the next minute, you immediately come back to life as if by the. If the roll is odd, you shrink. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. Until you do, your, For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting. Like, what is a slow fall spell? 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 one that moves you somewhere naked is strange - I would certainly say you keep your clothes. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. A random creature within 60 feet of you is. Youre feeling lucky. On a success, you vomit and the effect ends. Watch headings for an "edit" link when available. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. See pages that link to and include this page. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. If they let you use Tides of Chaos to its fullest it can happen a lot. Potion of Wild Magic. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. The flock disappears 1 minute later. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). You gain the ability to walk on water for 1 day. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. Caster's hands become covered in sticky goop. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. If the roll is even, you get older. A gentle gust of wind blows outward from you. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. Each creature within 30 feet of you takes 1d10 necrotic damage. and appear as the nearest humanoid to you you can see. 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.